Page 4 of 59
Posted: Tue Dec 26, 2006 2:21 pm
by taalismn
Darkmax wrote:New Carrier... Dark Justice
Looks imposing...classic battlewagon.
Posted: Tue Dec 26, 2006 10:07 pm
by taalismn
Nifty little runabout...it would make a good personal FTL lifeboat for larger ships too! I assume that small blue-paned section on top is the cockpit?
Posted: Wed Dec 27, 2006 2:14 pm
by taalismn
Darkmax wrote:oh yes... and a good place for making out... oops... did I say that out loud?....
Okay, make a note of that...*Lockable Autopilot Controls...Upgradable to AI Control.
Posted: Wed Dec 27, 2006 9:41 pm
by taalismn
That's corporate espionage, hacking somebody's yacht surveillance monitors to an external source...Suggest updating your firewall protection!
Posted: Thu Dec 28, 2006 5:43 pm
by taalismn
Well, it musta been fixed by a friendly giant squid then, because the Jammer and the Scarab have materialized on my desktop!
Posted: Thu Dec 28, 2006 5:49 pm
by taalismn
Well, the Jammer looks like a good solid fighter, and the Scarab provides a much needed utility vehicle/EVA pod/tug-stype vessel with expansion for adventurer/scavenger work....
Posted: Thu Dec 28, 2006 8:56 pm
by Aramanthus
The Dark Justice looks very cool! Although I'd suggest calling it an "Assualt Carrier" It has a lot of PAs and That might be enough to hold a beach head on an enemy planet.
Posted: Fri Dec 29, 2006 4:59 am
by Aramanthus
Um DM. You forgot a letter in my name. I just thought I'd mention it. You missed an a in it. It's spelled Aramanthus.
Posted: Fri Dec 29, 2006 5:14 pm
by taalismn
Oh, you sneaky little bussard-ramjet...Now I'm going to feel obligged to write up stats for it! 'Imperial Taalismn'?!
Well, thanks! Great late Christmas gift!
Posted: Fri Dec 29, 2006 7:52 pm
by taalismn
Darkmax wrote:also make them very highly visible to visual detection... making them propbably impossible to be ships, comets may be, but not quite ships.... boy that would be a big mistake.
That's why I'm leaning in favor of an energy-absorbing/redirection technology...These ships WANT to be hit, so the attack damage bolsters their won speed/defenses/attack strength/whatever....
Ships for masochists...
Posted: Fri Dec 29, 2006 8:41 pm
by Aramanthus
Which ship are you two talking about? (Taalismn and Darkmax) I looked and I couldn't see which one you were talking about.
Posted: Fri Dec 29, 2006 9:24 pm
by taalismn
Both the Angel and Archangel have incrdibly bright wings....The Atom also has a very luminous hull, and the Raptor lights up when its energy field is activated....The Piecemeal sports a crystalline Habitat Ring, and the Wyvern and Phoenix sport advanced crystalline hulls...Several other ships also sport 'light wings' suggesting an extension and adaptation of the technology that first appeared on the little 'Angel' fighter....
It's defining the technology that's giving me headaches...I may just adapt something from Powers Unlimited to reflect the super-tech nature of the stuff....or several 'stuffs'....
Posted: Sat Dec 30, 2006 1:44 am
by Aramanthus
So which ship did Darkmax make for you for Christmas? I was looking for it.
If you adapt it from those sources, I wouldn't worry about it.
Posted: Sat Dec 30, 2006 1:51 am
by Aramanthus
Here is another Central Alliance ship.
Name of Class:Mastadon
History: This is a class of battleship that is from the time of the founding of the Central Alliance. This vessel was built to defend the frontier of the newly freed Central Alliance after it freed itself from the Golgan Republik.
It was built to accommodate. For it's age the Merrimack is still a hard hitting battleship.
It has a spilt wedge shaped hull. It's hull is wider in the front half of the vessel than the stern half. It has a duo bow which is also the mounting point for some of it's primary weapons. Those weapons are some of the largest found in the three galaxies at the time of it's construction. It has several major projections from both the dorsal and ventral sides of the ships. These serve several roles, one of which is for cruise missile batteries weapon platforms for the ship. Another it provides the basis for the sensors systems. The ECM and the ECCM are also mounted in the these conning towers on this class. It has two massive engines that allows propels it along at what was early in it's career fast. But since it was built many years ago it is considered slow by modern standards.
It is heavily armed. It's primary weapons are twin 150cm particle cannons mounted in between the split bows. Even though it was built early in the Central Alliances days these weapons are still among the most powerful weapons found in the Three Galaxies. This is supplemented by 5 turrets containing multiple barrelled heavy 75cm particle beam cannons. These turrets are arranged in this manner. The bow set up is as follows quad turret, two triple turrets. The stern weapons are a triple turret and followed by a final quad turret. There are two other turrets, one on each side of the weapons on the dorsal center of the ship. These weapons are 30cm heavy particle beam cannons organized in dual barreled turrets. Built within five casemates on each side of the ship are five 10cm particle beam cannons. These guns are also the newest of the energy batteries of the ship added only about 25 years ago. The ship also mounts eight 8cm Heavy Mass Driver cannons in casemates, four to a side. The vessel has 12 dual particle beam and railguns organized into ball turrets for point defense. It has four cruise missile launchers located in the conning towers, three in the dorsal ones and one in the ventral conning tower. It has four long range missile launchers. This is reversed from the cruise missiles with one being dorsal and three being located in the ventral conning tower. And then there are ten mini missile launchers scattered on each side of the ship. The ship was considered very advanced for it's time because of the missiles were in flush with the skin of the ships hull. The Mastadon is also equipped with 36 fighters equal to the Black eagle. It is also equipped with 240 power armor in it's marine armory.
The class was for it's time a very heavily armored, although by todays standards it considered at the bare minimum armor level to remain in the category with battleships, It's shields were once considered heavy, and like it's armor it's not quite up to the standards of the modern battleship. There were originally 18 of this class built. There are still thirteen serving with the Central Alliance. One of the thirteen remaining Mastadons will be retired since it has had the reputation of charging headlong into combat one too many times over the years and taking serious damage everytime it did so. Of course that particular Mastadon is considered a hero of the Central Alliance, it's name will be retired with it since it's brains are being honored for their service. The entire class is equipped with brains of volunteers. There is room for those who are troopers and pilots stationed on the ships.
Model Type:CA-BB-01
Vehicle Type:Battleship
Crew: 1000 Brains of Cyborg Warriors
Officers: 100
Enlisted: 900
Troops: 2000
Marines: 2000 Cyborg Marines
Fighter Pilots: 40
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 240 equal to silver hawks
Fighters: 36 equal to black eagles
Miscellaneous:10 assault shuttles, 4 standard shuttles
MDC By Location:
Main Body: 200,000
Variable Force Field: 10,000 per side, 60,000 total
Bridge:45,000
Auxiallery Bridge: 36,000
Flag Bridge: 36,000
Main Engines:80,000 (1/3 of the ship)
Hanger Bay:50,000
Secondary Hanger Bay: ( 4 ) 6000 each
Outer Hull:300
Inner Hull:200
150cm Super Heavy Particle Beam Cannons: ( 2 ) 15,000 each
Quad Barrelled 75cm Particle Beam Turrets: ( 2 ) 10,000 each
Triple Barrelled 75cm Particle Beam Turrets: ( 3 ) 9000 each
Dual Barrelled 30cm Particle Beam Turrets: ( 2 ) 1500 each
10cm Particle Beam Cannons: ( 10 ) 1000 each
8cm Heavy Rail Guns: ( 8 ) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: ( 8 ) 300 each
Cruise Missile Batteries: (4) 1000 each
Long Ranged Missile Launchers: (4) 750 each
Mini Missile Launchers: ( 10 ) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ Decelerate at 0.35 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion:400 per hour
Star Drive:It can travel at 4 light years per hour.
Maximum Range:Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years with it's crew of cyborgs.
Statistical Data:
Length:4800 feet long ( 1463.4 meters )
Height:700 feet tall ( 213.4 meters )
Width:700 feet at the widest point ( 213.4 meters )
Mass / Weight:12,500,000 Tons
Power System:Anti matter with a 50 year lifespan.
Cargo:300,000 tons
Market Cost:They cost approximately 12,500,000,000 at the time they were built.
Weapon Systems:
1) 150cm Super Heavy Particle Beam Cannon ( 2 )
Mega Damage: 8D6 X 1000 for one cannon. 16D8 X 1000 for both hitting the same target.
Range: 120,000 miles in space and 120 miles in an atmosphere
Rate of Fire: Maximum of 2x per melee
Payload: Unlimited
2) Quad Barrelled Super Heavy 75cm Turrets: ( 2 )
Mega Damage: 4D8 X 1000 per Battery or 8D8 X 1000 for two Batteries
Range: 70,000 miles in Space and 70 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
3) Triple Super Heavy Particle Beams Batteries 75cm ( 7 )
Mega Damage: 3D8 X 1000 per Battery or 6D8 X 1000 for two Batteries or 9D8 X 1000 for three batteries firing on one target.
Range: 70,000 miles in Space and 70 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
4) Dual 30cm Heavy Particle Beam Turrets ( 2 )
Mega Damage: 2D6 X 1000 for one Battery or 4D6 X 1000 for two batteries
Range: 100,000 miles in space or 100 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited
5) Support Particle Beam Cannons 10cm ( 10 )
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 50,000 miles in space and 50 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
6) Heavy Mass Driver Cannons 8cm ( 8 )
Mega Damage: 2D6 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon ( more in the cargo hold)
7) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets ( 12 )
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (12)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
8 ) Cruise Missile Batteries ( 4 )
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1,2,4,8,16 or 32 / battery per melee
Payload: 32 cruise missiles per Battery (16 reloads for a total of 1024)
9) Long Range Missile Batteries ( 4 )
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1,2,4,8,16 or 32 / battery per melee
Payload: 32 Missiles per battery (15 reloads for a total of 1920)
10) Mini Missile Launchers ( 10 )
Mega Damage: 1D6 X 10 or 1D4 X 10
Range: 100 miles in Space or 2 miles in an Atmosphere
Rate of Fire: 1,2,4,8,16 or 32
Payload: 128 per launcher (cargo hold contains many reloads of mini missiles)
It carries all of the standard sensor systems found on every major powers naval vessel.
Posted: Sat Dec 30, 2006 11:45 am
by taalismn
Aramanthus wrote:So which ship did Darkmax make for you for Christmas? I was looking for it.
If you adapt it from those sources, I wouldn't worry about it.
It's the PT-7000 W-Class Transport...a little small to be carrying all those people in luxury(luxuries take up a lot of space), though I'll check against contemporary ocean liner capacity to be sure...but faster than most Three Galaxies battleships in normal space(which sounds right...a WW2 oceanliner could outrace a battleship, which is why they made such great troop transports), plus those side hulls look very customizable for everything from zero-gravity gymnasiums to excursion craft hangars...
Posted: Sat Dec 30, 2006 11:47 am
by taalismn
Name of Class:Mastadon
Very nice......the enemies of the Central Alliance(and some who didn't know they were because they laughed off the Central Alliance) have cause to shiver...
Just places greater imprtus on me to finish up the new fighter, the SteelHawk....
Posted: Sat Dec 30, 2006 3:29 pm
by taalismn
You're a poet, Darkmax, a regular poet....WE'll have to name a yacht for you...But 'Darkmax' sounds so much more appropriate on a privateer...
Posted: Sat Dec 30, 2006 3:32 pm
by taalismn
GREAT GALLOPING GARBONZOS! Aramanthus, if you're not going to say it, I will! THat's the mother of all greasemonkey dreams!
Posted: Sat Dec 30, 2006 4:01 pm
by taalismn
We'll see what we can do....
Posted: Sat Dec 30, 2006 4:06 pm
by taalismn
Darkmax wrote:don't worry about it. I'm not self indulging.
I like making people happy.
No...I'm already getting ideas....Enhanced reflex control, jet-black stealth armor, multiple robotic arms, multi-tasking, maybe a holoflage suite....
Posted: Sat Dec 30, 2006 4:22 pm
by taalismn
Darkmax wrote:that sounds real cool!
but what's with the multiple arms.....
Because at the speed at which you write and post, I figure you've got to have multiple arms....
Posted: Sat Dec 30, 2006 4:30 pm
by taalismn
Darkmax wrote:really? And I thought I was pretty slow.
Someone please release the Warp Perception spell on Darkmax so he can appreciate his own posting speed?
Posted: Sat Dec 30, 2006 8:41 pm
by taalismn
Could be, so a computerized robotic arm multi-tasker system seems appropriate...maybe a 'second brain' AI in the suit supporting the wearer...
Posted: Sun Dec 31, 2006 4:24 am
by Aramanthus
I'm speechless Darkmax! That is a truly cool space station! I feel honored! Thank you!
Posted: Sun Dec 31, 2006 4:27 am
by Aramanthus
Hey Taalismn if you build that "Steelhawk" for the CA. I'll switch my CA stuff over to carry it!
Posted: Sun Dec 31, 2006 3:33 pm
by taalismn
Soon.,,,soon..gotta look over Rifts Russia again....
And on the Aramanthus, are those globes on the rings sensor stations, propulsion nodes, forcefield generators, auxiliary docks, oe weapons platforms? I figure they're about 12-15 miles in diameter so they could be anything with all that space, but what are they primarily?
I figure this thing will have kickass shields...no SDF-1 ramming through this puppy, and some sort of radiation cloak so all the EM noise from its oeprations don't show up like beacons against the background radiation(alludes to the discussion on Dyson Spheres on these Boards)...
Another feature could be one or more permanent gates to the J!ng universe, like a permanent oil well, sending energy and construction material(in addition to whatever is brought in by tractor beam/freighter) to the processors and shipyard cells....
Posted: Sun Dec 31, 2006 10:14 pm
by taalismn
Nah,,,I'd rather have clients housed in an attendant Pacifica or Frontier Station with the windows blacked out so they can't see...they get shuttled over for consultations...
Posted: Sun Dec 31, 2006 11:51 pm
by taalismn
Sounds good....ypu got the room after all, and if not. well, you can always built auxiliary space stations!
And you got the alien names right, BTW....
Posted: Mon Jan 01, 2007 10:45 pm
by taalismn
Darkmax wrote:Oh! I got it right?! That's a rarity!
I have been thinking about the Aux Station thing, and I think you are right, there should be a few of them with thin the force-field and magnetosphere.
Use the Magnetosphere to help keep the auxiliary stations close...thing probably already has an 'orbital cloud' of defensive and spy satellites it built for itself(in addition to scout and patrol ships).
Posted: Mon Jan 01, 2007 10:50 pm
by taalismn
Darkmax wrote:Aramanthus, I have the Mastodon created. My only problem is with all those weapons, and then I realize that the sizes of the weapons are so much smaller than the almost-mile-long battleship. I thought it better for me to leave them really small and cannot perceived at the distance of these "pictures".
That's an impressive-looking ship...looks heavily armored, and the raised bridge structure makes me think of old-style 'wet navy' battleships...
Posted: Tue Jan 02, 2007 5:55 am
by Aramanthus
Darkmax, that design is wonderful! Remember it supposed to be an older design dating back to the foundation of the Central Alliance.
Posted: Tue Jan 02, 2007 7:36 am
by KLM
Hi there!
Mastodon: Err... While I do not have the 3galactic timeline
before me, but... the Central Aliience is just a century
or so old.
So the Mastodon, while probably on a lower standard (ie.
the current stats are OK) than the CCW, TGE, etc.
top-of-the line, they are not the "once cutting line, now
third line" ships.
IMO, they were never in the frontline - except if they
stole a Golgan ship.
Adios
KLM
Posted: Tue Jan 02, 2007 12:59 pm
by KLM
There is a misunderstading IMO
I do not have a slightest problem with the CA having
a Mastodon class.
The only thing which troubled me were lines like...
It has two massive engines that allows propels it along at what was early in it's career fast. But since it was built many years ago it is considered slow by modern standards.
The problem is, that the Packmaster (Mach 7) and probably
the Doombringer (Mach 7.5) class predates the Mastodon.
So, it was never a fast ship by galactic standards in its
career.
There were originally 18 of this class built
Hmm... This could be a another problem.
While the TGE could only build twenty-some Doombringers,
18 Mastodons are just too many for a third-league power,
like the CA.
Now, of course, I we rule, that the TGE have a few
other classes of dreadnoughts, and we "round up"
a bit the CAF figures in DMB3, page 98....
Adios
KLM
the niggling ba***rd
Posted: Tue Jan 02, 2007 1:28 pm
by KLM
Darkmax wrote:Oh! But nothing's conclusive. I still find TGE having only 23 Doombringers to be...well, understated.
I agree with you...
viewtopic.php?p=930912&highlight=#930912
But that having said, unless we state with that
"the Ca built 18 of them" line that "we find the
23 Doombringers to be... well, understated"
similarly as you use the Palladium / Kitsune statistics
paralell...
Just my 2 cents.
Adios
KLM
Posted: Tue Jan 02, 2007 1:35 pm
by KLM
Darkmax wrote:I have been wanting to ask, what is Kitsune value?
This formulae:
Sublight: The ship can accelerate/ Decelerate at 0.35 percent the speed of light per melee. (Or mach 5 per melee)
..was "invented" by Kitsune. See below:
http://www.kitsune.addr.com/Rifts/Rifts ... _Rules.htm
Adios
KLM
Posted: Tue Jan 02, 2007 6:39 pm
by glitterboy2098
i have got to post my space combat system. kitsune's is nice, but requires some substantial revamps of ship stats and in some cases, a degree in mathematics.
Posted: Tue Jan 02, 2007 10:11 pm
by taalismn
WZ-XLF-075 Tanto Super Compact Fighter
Despite its name and designation, the WZ Tanto is hardly compact---it is nearly twice the wingspan as the CCW’s Black Eagle fighter, the Tanto’s closest competitor in the marketplace. In fact, the Tanto is one of WZSpiral’s earliest designs and was meant as a competitor to the Black Eagle, but failed because of both the established lobby backing the Black Eagle, and the requirement for a ship able to fit existing fighter bays.
The ‘compact’ aspect of its design comes from its main-fuselage-mounted Tanto-Shinden 200 fusion powerplant, an ultra-compact design that delivers twice the power from a package half the size as the powerplants in fighters of equivalent class.
However, the Tanto-Shinden 200 tends to run hot, requiring a larger and more powerful cooling system that extends into the wide-span wings. The larger wing surface allows the radiation-cooling system to disperse heat more evenly, lowering the fighter’s thermal signature and aiding its stealth characteristics. Another adaptation to the more powerful engine are the enlarged CG-field projection nodes sticking out from the engine; improving both the drive-field and forcefield generation characteristics.
Even with the extra power, the Tanto suffers from increased drag in atmospheric performance(though pilots have commented positively about its handling...like ‘flying a sailplane’), but with the throttle openned up in space, it can tear past other fighters.
Compared to the Black Eagle, the Tanto is lightly armed in standard(unloaded) configuration---it depends on a pair of light pulse lasers and twin tachyon cannons for firepower. However, its large wingspan allows for carriage of multiple underwing ordnance stations...Fully loaded up, the Tanto is more than a match for its competitors in terms of missile power and utility(especially when it is considered, that having been designed to meet the same design requirements as the Black Eagle and the Katana, the Tanto uses many of the same weapons as pod-mounted ordnance).
Though the loss of the design competition to the Black Eagle cost WZSpiral a major contract, the company has attempted to make up some of their loss by offering the Tanto on the open market at 10 million credits less than the hard-to-acquire Black Eagle. This bold move has translated into modest, but encouraging, sales to a number of plantary militias, mercenary units, rim-states, and CCW worlds who have sought, but been refused, allotments of the new Black Eagles. A number of break-away former Golgan states have expressed interest in the Tanto as well.
Type:WZ-XLF-075 Tanto
Class:Super Compact Fighter
Crew: 1
MDC/Armor by Location:
Main Body 760
Pilot’s Cockpit/Escape Pod 100
Laser Cannons(2) 80 each
Tachyon Scatter Guns(2) 100 each
Variable Forcefield----- 300 per side(1800 total)
Height: 13.5 ft
Width:66 ft
Length: 36 ft
Weight: 11 tons
Cargo:Small space behind crew seating for a survival pack.
Powerplant: Advanced Nuclear-Fusion with 25 year energy life
Speed:
(Atmosphere) Hover to Mach 6
(Sublight) Mach 17
(Kitsune Value: 40% of light speed. Accelerate/Decelerate at 1.7% of light speed per melee)
(FTL) Not possible in the standard version. The XLF-075SL can travel at 2.2 light years per hour)
(Underwater) Not possible.
Bonuses: +2 to Dodge in atmosphere
Market Cost: 36 million credits
Systems of Note:
Standard Starfighter Systems
Weapons Systems:
1) Pulse Lasers(2)---Mounted around the nose are two light extended-range pulse laser cannons.
Range: 2 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage:
Rate of Fire:EPCHH
Payload: Effectively Unlimited
2)Tachyon Scatterguns(2, wing mounted)---A tachyon accelerator cannon, with ‘scattershot’ firing focus, is mounted outboard on each wing. These are typically used to create a ‘firebreak’ in front of the ship for destroying incoming missiles, mines, and other projectiles, but they are also very effective, if short-ranged, strafing weapons.
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)
*Range and width are reduced to 1/4th in atmosphere
Damage:2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload:Effectively Unlimited
3)(Optional) Underwing Hardpoints(4)---The wide span of the Tanto’s wings allows for a large number of underwing ordnance hardpoints to be fitted. Each hardpoint can accommodate ONE of the following:
a) Mini-Missile Pod----36 shot pod
b) Short Range Missile Pod----8 shot pod
c) Medium Range Missile Pod----4 shot pod
d) Long Range Missile Launcher----2 per pylon
e) Cruise Missiles---1 per hardpoint
f) Gravity Rail Gun Pod
Range:3 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere,1,000 miles in space)
Damage: 3d6x10 per 20 round burst
Rate of Fire: ECHH
Payload: 3,000 rds(150 bursts)
g) Pulse Laser Pod
Range:2 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 2d4x10 MD per pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
h) Particle Cannom Cannon Pod
Range::2 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage:2d6x10 MD per pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
i) Ion Projector Pod
Range: 2.4 miles in atmosphere, 7 miles in space
(Kitsune Values: 7 miles in atmosphere, 700 miles in space)
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
j) ECM Pod---Communications Jamming and Cloaking....Jams enemy communications(radio band) in a 5,000 mile radius in space, 50 mile radius in atmoaphere, civilian band communications with 80% effectiveness, military bands with 50% effectiveness. 45% chance of confusing guided missiles(especially ‘beam riders’ or radar-guided types). A single ECP adds +15% chance of eluding sensor detection(or -15% to enemy Read Sensory Instrument rolls). A second pod will only add an additional +10%; the field of electronic cloaking covers a 100 ft radius
k) Flare/Chaff Launcher
Range: Close Defense
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.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 36 per pod
Variants:
The most obvious variant under consideration by WZ would replace the Tanto-Shinden 200 powerplant with a more powerful and cooler-running lucerin-fusion reactor system. This would add some 15% to the price of the fighter, but would allow for a 20% improvement in speed.
Another variant, already in production, is the XLF-075SL(Supra-Light) which apes the Black Eagle 101LR(Long-Range Fighter) and adds an FTL drive system sled to the rear fuselage. This version is used for courier and scout duties, and can travel at 2.2 light years per hour. It comes with a price tag of 68 million credits.
Posted: Tue Jan 02, 2007 10:28 pm
by glitterboy2098
Darkmax wrote:I agree. I had it printed out and read through and found that many a times, it requires you to have at least an intermediate understanding of the theories in discussions.
Not only that, but one or two sentences were, shall we say, not so grammatically sound.
I had a bit of a problem reading through those few sentences.
i avoided the math, and worked up a somewhat simple 'mach per' system, with ships capable of increasing speeds at machs per melee, per minute, or per hour. (based on tech levels. so Phase world is mostly a mach per melee set up, as is AU, and MiO is mostly mach per Hour. certain drives in AU would be per minute...) a simple addition set up. 1st melee you are at 1 mach, 2nd your at 2 mach, ect.
other than that, i just specified how many mach certain values were (for example, light speed rounded to 1,080,000 mach, using a 1000kmh mach value. orbital velocity around earth is between 20 and 40 mach, ect.)
i ignored Vectors and the like, since most people would ignore it anyway.
other than that, i came up with some rules for liftoff and re-entry, as well as rules for nivin-esqe use of drives as weapons and ramming.
converting to it from standard palladium is simple, just assign the accelleration value appropriate to the existing mach #'s. so that Naruni Fireeater could accel at mach 20 per melee, pretty darn fast. (about 40 gravities....)
Posted: Tue Jan 02, 2007 10:45 pm
by taalismn
Do whatever works...if you accelerate long enough, eventually you'll get there, if friction with interstellar gas and debris doesn't erode you away first...
Personally I don't game out all the factors of space combat(which would end up like playing Champions, where a minute of game time can eat up a half-hour of real time easily), but the big mach numbers and figures for BOTH Kitsune's and Glitterboy's systems look nice and impressive compared to the 'When are we going to get theeerrrrrreeeeee?????' stats for canonical Palladium....
Posted: Wed Jan 03, 2007 6:42 pm
by taalismn
My philosophy is speed, range, and firepower
Posted: Wed Jan 03, 2007 7:16 pm
by Aramanthus
That works for me too.
I have to answer for the numbers I gave the CA Mastadon. I have never liked those tiny number of starships in the second Phase World book. I mean look at the vast number of stars they (being the big tthree powers.)control. They would need far larger forces then PB provided them. I have numbers specifically for the big three heavy ships that are higher than PB has them. I have a core of Battleships in the TGE whose job it is too supplement the Doombringer. I have several classes of Battlecruisers in the CCW. The number I use are not canon, and I will continue with my own numbers. Since that makes mine less like the Star Trek universe.
Posted: Thu Jan 04, 2007 9:30 am
by KLM
Aramanthus wrote:I have to answer for the numbers I gave the CA Mastadon. I have never liked those tiny number of starships in the second Phase World book. I mean look at the vast number of stars they (being the big tthree powers.)control.
viewtopic.php?p=930912&highlight=#930912
Basically, we have a FWC, whose very existence
stands on the fact, that they acquired a single Doombringer
out of the twentysome. Plus the Doombringer is
powerfull enough for the Kreeghor Emperor for
NOT allowing anyone to command two of them.
Heck, even not even the most trusted Royal Kreeghor
lords are not allowed to command such a dreadnought
AND her escort.
So, either we up the numbers (see link above)
but then the two above story factors will be lost
(it would be a shame IMO), or we up the statistics
of the single ships. For example the 4 km long
Doombringer only having a crew of 3200 and
48 point defense batteries... Etc.
But giving them "bigger" stats (size is good,
MDC, damage, and in the case of smaller
guns, the numbers, crew, fighter wing and
of course price needs to be raised) we still
have "flagship" which do symbolise the
TGE (or the CCW for that matter) in themselves.
Of course, inventing several classes to fill the gap
between the Smasher and the Doombringer,
and giving those classes sufficient numbers is
needed then.
Same with the Mastadon/CA.
Adios
KLM
Posted: Thu Jan 04, 2007 7:15 pm
by taalismn
It's like the Dragon Dreadnought...if we're going to use it in a THree Galaxies setting, the Kittani either have to have more of them, meaning it loses its Rifts Earth status of being a rarity, or we upgrade the Kittani with larger...
Because this is space opera, I don't hold with Three Galaxies being so much open, empty, uninhabited space that the major powers can hold control with a (relative) handful of capital ships...Heck, the terribly lopsided empire of the Robotech Masters(one homeworld, no stable offworld colonies) was able to rule only a portion of a galaxy with a fleet estimated in the MILLIONS of capital ships...
So I see the THree Galaxies and associated globular clusters and clouds as teeming with life, starfarers, and ship designs, and the major powers having many more ships to play with(and arguing budgets and resource allocations for more and better ships...).
Posted: Fri Jan 05, 2007 5:21 am
by KLM
taalismn wrote:It's like the Dragon Dreadnought...if we're going to use it in a THree Galaxies setting, the Kittani either have to have more of them, meaning it loses its Rifts Earth status of being a rarity, or we upgrade the Kittani with larger...
Probably both. I mean "add" an FTL drive and shield to the
stats fron WB:Atlantis, makes this the "standard" frigate of
the Sploogs - numbering in thousands.
Then add motherships, like those in South America (?),
of course converted as spacecraft.
It is my personal preference to have the Sploogs numerous
fighter and frigate forces, then - with a sizeable gap -
motherships, which are bigger than cruisers, but smaller
than the Packmasters. These ships, while armed and formidable
in themselves, are motherships, which are supposed to
support raids and fighter/frigate swarms in battles, but
not supposed to engage face to face with ships like the
Protector or the Doombringer.
Maybe a few "real" sploog Dreads for each kingdom,
which are still inferior to the Doombringer - except that
they are heavily enchanted.
As for Atlantis and the rarity of the Dragon Dreads... After all
Atlantis is only reachable by Rifts, and Lord Splynn supposed to
control all Rift activity. Therefore, a few of these is more than
enough to stomp on anyone locally.
Adios
KLM
Posted: Fri Jan 05, 2007 5:32 am
by Aramanthus
I use a lot of stuff I like off the internet that is for Phase World. I've used things I think are balanced for the 3 Galaxies setting. This does include my own stuff, which is quite numerous, but most of which can not be shown here.
Posted: Fri Jan 05, 2007 6:48 pm
by taalismn
KLM wrote:taalismn wrote:It's like the Dragon Dreadnought...if we're going to use it in a THree Galaxies setting, the Kittani either have to have more of them, meaning it loses its Rifts Earth status of being a rarity, or we upgrade the Kittani with larger...
Probably both. I mean "add" an FTL drive and shield to the
stats fron WB:Atlantis, makes this the "standard" frigate of
the Sploogs - numbering in thousands.
Then add motherships, like those in South America (?),
of course converted as spacecraft.
It is my personal preference to have the Sploogs numerous
fighter and frigate forces, then - with a sizeable gap -
motherships, which are bigger than cruisers, but smaller
than the Packmasters. These ships, while armed and formidable
in themselves, are motherships, which are supposed to
support raids and fighter/frigate swarms in battles, but
not supposed to engage face to face with ships like the
Protector or the Doombringer.
Maybe a few "real" sploog Dreads for each kingdom,
which are still inferior to the Doombringer - except that
they are heavily enchanted.
As for Atlantis and the rarity of the Dragon Dreads... After all
Atlantis is only reachable by Rifts, and Lord Splynn supposed to
control all Rift activity. Therefore, a few of these is more than
enough to stomp on anyone locally.
Adios
KLM
That's why I created a 'true' Dragon Dreadnought...but I also feel that the individual Splugorth will have widely different designs to match their needs and personalities...with divergent forms of familiar designs such as the Robot Fighter and the massive 'Mothership' you outline above...
Depending on the relative wealth, influence/affluence, location, demeanor, and fortunes of the Splugorth concerned, you might have powerful Splugs who refuse to use anything other than Rifts gates for interstellar transport, or impoverished Splogs who conduct all of their business via massive fleets of run-down ships they've stolen, salvaged, or begged off other powers...
Posted: Fri Jan 05, 2007 6:59 pm
by KLM
Yeah, the kittanii seems to have a thing for
gothic, "one-of-kind" looking stuff.
I always think about their stuff as a very
high tech LEGO. Standard parts, modular
designs, yet each one is a bit different.
Adios
KLM
Posted: Fri Jan 05, 2007 7:02 pm
by taalismn
KLM wrote:Yeah, the kittanii seems to have a thing for
gothic, "one-of-kind" looking stuff.
I always think about their stuff as a very
high tech LEGO. Standard parts, modular
designs, yet each one is a bit different.
Adios
KLM
And animal designs, don't forget a strong degress of animal design in them....
I suspect, for instance, thet they might have construction robots and EVA pods modelled after the Metzla...that would certainly confuse things for observers from a distance...
Posted: Fri Jan 05, 2007 7:23 pm
by taalismn
H-Class? It's a Yugo!
Yep, this is going to be pretty much a no-frills basic transport stat-wise, ut as you say, you can't beat the price!
Posted: Fri Jan 05, 2007 7:32 pm
by KLM
K-2000 Twin Scorpion Defense System
This is a bigger brother of the K-1000, but instead
being a heavy infanty/PA gun and automated sentry
the Twin Scorpion is used in the defense of bases or
(star)ships.
The defense perimeter (or the hull) have several
emplacements for each unit. During normal operation,
the units are stored in their compartment, but in combat
situation, they crawl out, and take the appropriate position
best suited against the attack vector - or reconfiguring
the point defense in case a unit or two is disabled.
The unit itself walks on six articulated legs (due to the
built in CG units, it can walk on the ceiling, if needed)
originating from a flat hemisperical body.
When in position, the legs retract so the body almost
blends into the ground or the hull, and the twin
lasers (roughly equivalent of the Kittanii energy Lance
(DMB2, page 152), range is tripled in space) originating from
the "back" of the body rise to erase intruders from the sky.
Furthermore, when "in position" the unit generates a
force field around itself.
The two pincers are tool appendages, mainly for
maintenance or repair, thought they can double
as short range plasma flamethrowers - as a last
resort against incoming missile swarms. In that
case however, the shield is down. Furthermore,
rate of fire is measly.
However the unit can patch rather large holes
(up to a square meter) and put out flames,
as well as change fuses, bulbs, etc.
The last "suprise" is a couple dozen of mini missiles
hidden in the body.
Statwise the unit is nuclear powered, thought it depends
on central power source in combat mode (aside for a
limited backup battery for like 40 dual shots or
10 - single - plasma blasts, the battery can regenerate
in an hour), so there are connectors in the emplacement
to the central power grid.
The diameter of the body is 1,6m, the legs, when extracted
are 0,9 m long, the two pincers can reach a meter each.
The "tail" lasers are a bit over 2 meters each. The unit
weights about 300 kg.
It is too late here to include MDC, damage, etc.
Adios
KLM