Re: Starship designs...
Posted: Sun Feb 10, 2013 6:09 am
Thank you for the greeting. I read your new ships. Those are just incredible. I hope you keep producing more of them. I hope you don't mind if I use them in my games.
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sagajr wrote:Aramanthus:
Feel free to use them if you like. I am looking forward for your ships.
The new ships I mentioned in my previous post are not yet finished and you cannot find them in this place. It was just a little bit of advertising (with deckplans).
DhAkael wrote:Only thumbnail styled write up, but hey, it's an antagonist NPC vessel; not as if it needs a mega-detailed writeup.
Hyams ‘Skywing’ Destroyer
Wingspan / Beam: 228.38m / 750ft.
Mass: 75,000 tonnes.
Crew: 75 (25 bridge), 50 marines (20 power-suited), 54 vehicle pilots.
Mecha & Vehicles:
25 Space-Jager Power Armour
20 Aerospace Fighters
5 Gorgon Mecha
2 Assault shuttles / Drop-ships
Drive Type: Particle Impulse
F.T.L.: 5 LY/hr.
Sublight: 0.5c linear travel & combat speed of Mach 15
MDC by location
Main Body: 12,000
Engines (2): 5,600 each
Laser Cannons (12): 1,000 each
Laser Batteries (10): 800 each
LRM Launchers (4): 2,000 each
Point Defense Lasers (16): 200 each
Variable Force Field (6 facings): 5,000 per facing / 30,000 total
Pin-Point Barries (10): 400 each, regenerates 100 MDC per 15 seconds.
Weapons
Capitol Particle Lances (2; bow): 500 miles [tactical] range, 1 shot per 30 seconds, 1D4X1000 per shot.
Battleship scale = -14 v/small
Anti-Ship Laser Cannons (12; 3 per side dorsal & ventral): 55 miles [tactical] range, 1 shot per action, 2D4X100 per shot.
Anti-Ship scale = -10 v/small
Anti-Ship Laser Batteries (10; 5 per side ventral): 55 miles [tactical] range, 2 shots per 15 seconds, 3D6X100 per shot.
Anti-Ship scale = -10 v/small
Long Range Missile Tubes (4): 1000 miles [tactical] range, 1-4 missiles per action, damage as per LRM warhead.
40 missiles each (160 total)
Point Defense Lasers (16): 6 miles [tactical] range, 3 bursts per 15 seconds, 1D6X10+10 per burst.
Systems
*All sensors & systems as given in Fleets of the 3-Galaxies (Pg. 25).
*Targeting systems give +5 to strike after successful weapon-systems lock-on, +3 to strike otherwise (this does not include individual crew WP skills).
*Pin-Point barriers (if on automatic) are +3 to parry & +5 if a successful ECM or Weapon-Systems skill check is completed.; otherwise +2 is added to the operators PP bonus to parry (if any) on manual.
Jay05 wrote:[LOL, dang! Should we be worried?!
glitterboy2098 wrote:i dislike the kitsune rules.. you shouldn't need a degree in math to play an RPG, and his stuff requires you to pretty much junk all the existing game stats and write new ones. not worth the effort.
which is why i wrote my own, found on my site (link in sig).
i just added "range brackets" to the existing ranges, with extra penalties for each multiple of the listed ranges. so if you have a 5 mile range, you could shoot from 0-5miles with no penalty, 5-10 miles with a -1 to strike, 10-15 with a -2, etc.. depending on how much your willing to sacrifice in accuracy, you can shoot up to 20+ times the listed ranges.
Nice! Man I like your designsDhAkael wrote:More UWW goodness from the past.
The AEther-Hawk was reversed enginered from a ship-wreck the UWW discovered while exploring the inner rim of the Anvil Galaxy. The original (Code-named the Elindil or sacred star) was therorized to be almost 100,000 years old and created by a 'lost tribe' of Elven kin. Not 'Normal' elf or Asgardian..something else
The material used for the hull was an organic crystal, which channeld & amplified PPE and seemed highly resistant to energy attacks.
To create the Aether-Hawk, the Star-Elf shipwrights first created a skelletal frame work to support the 'standard' ship system (sensors, life-support, engineering, etc.), then they placed clusters of the raw crystal material onto key points and just flooded the dry-dock with raw PPE. Eventually the crystals grew and flowed around the superstructure, creating the hull and internal structures.
The result, an organic looking starship that looks like it was made from mother-of-pearl or opal (colours vary from ship to ship; slightly violet, pink, blue, etc). Even the Starfire Pulse-cannons & anti-ship laser turrets look like they grew from the hull. Each vessel takes up to a year & a half to grow.
--Think a cross between a Whitestar from B5 and an Eldar cruiser.--
There are rumours of newer models that have artificial minds placed into the computer computer network via magic rituals (variation of Friend in the head from 'Through the glass darkly' except permanent), though this has not been confirmed.
only 30 of these ships have been grown so far, and all are stationed with the Alfheim deffense fleet. Crews are 10% Star-Elf, 30% 'normal' Elf, 40% human, and 20% other (Atlanteans, Dwarf, etc).
AEther-Hawk TW Strike Cruiser
Model Type: AEther-Hawk Cruiser Class: Medium Cruiser
Crew: 18 Bridge crew, 90 ship-hands, 124 Warriors.
Can also accommodate up to 120 extra passengers in emergency.
M.D.C. By Location:
*Bridge - 8,000
Wings / Sails (2) - 8,000 each (Sails are only 2000 each)
Warp-Cannon (Bow) - 1,500
Laser Batteries (2) - 1200 each
Flame Cannons (2) - 1,000 each
**Starfire Pulse-Cannon Turrets (10) - 100 each
Variable Shields - 1000 per facing; 6000 total
Outer Hull 40ft. section - 150
Inner Hull 40ft. section - 100
HMain Centerline Engine / engineering - 10,000
IMain Body - 20,000
Notes: * Destruction of the bridge will reduce sensors and combat bonuses by half.
** These systems are normaly concealed and are - 3 to hit on a called shot, and the outer armour must be destroyed first (150MDC).
H Destruction of the main engine will eliminate FTL capabilities, and force the vessel to rely on solar-sails.
I Destroying the main body will render the vessel a drifting hulk with no life support or power. If the ship is reduced to -20,000 MDC, it explodes doing 3D6X1,000 MD to anything in a 1.6 km radius.
Speed:
Flying: Mach 18 combat speed & 0.9C sublight , 0.6C using solar-sail wings (used for stealth attacks). Can not eneter atmosphere.
FTL: 3 LY/hr. using Contragravity, 0.5LY/hr using sails (must 'port using CG drive first). Also see Dimension Drive.
Range: 35 months with full crew, using reycylers and hydroponics. 35 days on just atmosphereic recyling systems and ships stores.
Statistical Data:
Height: (at highest point): 95 meters / 313.5ft. Length: 200 meters / 660ft. (+20% with wings)
Width: (At widest point): 95 meters / 313.5ft. (+30% with wings)
Weight: 80,000 tonnes with 200 tonnes of shuttle craft.
Cargo: 371 modules of cargo space / modification space. Also 5 external cargo docks.
Drive Type(s): Primary; Contragravity drive rated for 3 LY/ hr.
: Secondary; Microwave solar-sails rated for factor 50 (drops to factor 25 when greater than 5LY out from a star; requires CG to 'port').
: Dimension Drive for long-range travel.
Power System: Fusion powerplant rated for 30 years at maximum output for conventional systems. Cosmic ley-line PPE syphons for techno-wizard devices; 1,000 PPE/hr. and crystal storage cells with 10,000 PPE capacity.
Market Cost: Approximately 700 million UT credits (minus auxiliary vehicles), for a fully operational vessel. None known to be sold.
Weapon Systems
1) Warp Cannon: The AEther-Hawk carries a devestating variation of the Rift Projector Cannon. Instead of firing a random rift, the Warp-Cannon creates a short lived wormhole at the end-point of the discharge. The effects are quite spectacular as parts of the target are scattered across the universe at a quantumm level and the surrounding area is twisted & broken by tidal stresses. This weapon was reverse engineered, based on studies of the original found on the alien relic, the Elindil.
Mega-Damage: 1D4X1000 per shot and completely ignores shields, while the surrounding 20ft. of hull suffer 1/10th damage on impact. R.O.F.: 1 shot per minute. Range: 160km (100 miles) Payload: 1,000 PPE per shot. Battleship Ship scale= -14 to strike small targets. Note: Casuses critical damage results on a modified 20.
2) Antiship Laser Batteries (2): Located on the upper bow of the AEther Hawk are 2 turreted heavy laser batteries (90° field of fire off center).
Mega-Damage: 3D6X100 per laser battery shot, or 6D6X100 for both targeting one ship. R.O.F.: 2 shots per battery / rnd.
Range: 880km (550 miles) in space. Payload: Effectively unlimmited (powered by reactor). Captiol Ship scale= -10 to strike small targets.
3) Flame Cannons (2): To back up the AntiShip Laser Cannons, AEther-Hawk cruisers have been equipped with the same heavy TW flame cannons as the Dwarven Iron-ships, mounted side by side under the prow. The AEther-Hawks’ fire blasts are brilliant blue white in colour and almost seem to self-guide towards their targets. This effectively negates the need for missile launchers. The only drawback is the limmited range.
Mega-Damage: 1D4x1000 M.D with Blast Radius of 300 feet (91.5 m). R.O.F.: 2 shots per cannon per melee (4 total).
Range: 32 km (20 miles) in space. Payload: 1,000 PPE per 24 hours to operate , but may fire indefinately durring that time.
Notes: Automatic to-hit of 18 (target vessel must dodge or parry with shields), and is captiol ship scaled (can NOT target fighters).
4) Starfire Pulse-Cannon Point Defense turrets (10): Based on designs found on the Elindil, these pop-up TW point defense guns are spaced evenly across the AEther-Hawks' hull to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
Mega-Damage: 2D6X10 per burst. R.O.F.: 1 per gunners action or 3 attacks automated. Range: 1.83 km (6000ft.).
Payload: 100 PPE per gun, per hour (1,000 total). Light Ship scale= No penalties. Note: The rotating turret gives 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). Due to their magical nature, the bursts from these guns will damage objects & creatures normaly immune to energy.
5) Disruption Field: The entire hull of the AEther-Hawk is composed of a magic conductive crystaline substance (cultured from samples off the alien relic Elindil), which enables the PPE batteries to constantly replenish if near cosmic ley-lines. This also allows for a unique deffenive field to be used. A massive lightning-like discharge of mystic energy can be targeted against an enemy vessels’ electronc systems. In effect, a mysticaly powered EMP weapon. There is no one location for this system, as it is in effect the entire hull of the ship. The disadvantages of this ‘weapon’ are the extreme close range aspect, PPE cost, and need to hit the actual hull of the target.
Mega-Damage: 1D6X10 damage per hit, plus disruption effect (see notes). R.O.F.: 2 discharges per melee. Range: 1.6km (1mile).
Payload: 100 PPE per discharge. Light Ship scale= No penalties. Note: 360° sphere around the AEther-Hawk. In addition to the phsyical damage, the disruption field has the same effect as the negate mecahnics TW mini-missiles from the 3-Galaxies dimension Book (Pg. 131). Durration is 1D4 melees per hit and can even effect capitol ships.
Defensive Systems
ECM Suite (Anti-EM & Holo-fields); on a successful 'electronic warfare' skill roll, the ship becomes +4 to dodge all incomming attacks, and all homing missles are +6 to dodge. The Ship visibly seems to blur and distort and go transparrent.
Crystallis Armour; The outer hull &/ armour plating is a bio-metalic crystal matrix. 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 crystaline latice. This applies to coherent energy weapons only (Lasers, particle beams, etc); kinetic weapons will still do full damage.
Manoeuvre Enhancement Package; See below for bonuses (2 Lvls. above normal). Manoeuvres almost like a shuttle or heavy interceptor. The AEther-Hawk resmbles the bird it’s named after while in motion & combat.
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); 1/2 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.
Scientific Sensor Array; Full I.R., U.V, and Thermographic optical sensors with a range of 4LY and computer programs to sort and enhance incoming data. Adds +15% to navigation rolls. Can detect objects as small as a battleship from 4LY away, but takes 5D4 minutes to complete the scan.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% Skill for piloting.
Other Systems
Recreation Areas; Mediation garden and lounge.
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew member has their own private room with; bed, footlocker, computer unit & Bathroom.
Type 2 Recycling system (Atmosphere & consumables); Can continuously provide recycled, breathable air for 35 days for the crew plus passengers; other consumables can be recycled for up to 350 days.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
FTL Life-boats (17); See "AU; Galaxy Guide" Pg. 181 for details.
FTL Accelerators; This system allows the ship to go from Speed 0 (relative) to factor 1 in less than 5 seconds, eleiminating the acceleration time needed to "port" into FTL.
TW Systems
TW Sensors: Ley-line sensor, Sense Magic, Sense Dimensional Anomaly, See Dimensional Anomaly. Draws directly from the storage batteries. See Carl Gleba’s ‘Rifts: Three Galaxies’ Pg. 108-109 for descriptions, though ranges are based on the ’normal’ sensor suite (tied directly normal sensors).
Impervious to energy: 20 PPE / 20 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Invisibility superior: 20 PPE / 30 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Sustain: 12 PPE / 8 days. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Spaceflight superior: 38 PPE / 10 hours. Draws directly from the storrage batteries, but can be activated by others from the bridge. Used when / if primary power is disrupted to the main engines. Equal to 8th level power = 24,000mph (38,400 km/h)².
Pin-point deflectors: 70 PPE / 2 minutes per deflector (up to 10). Same effect as Targeted-Deflection spell, but cover a 10ft. area per barrier. Draws directly from the storage batteries, but can be activated by others from the bridge. Must be manually controlled. Equal to 8th level power.
Dimension Drive (Special)
This techno-wizard engine creates a stable wormhole that enables the Aether-Hawk to travel enormous distances in a single jump. This system is a three part device. The first (and most important) component of the D-Drive is the ‘navigational cogitator’. Consisting of a series of massive parallel-processors programmed with navigationl charts, linked to a TW cloud chamber resembling a 30ft. ‘plasma-globe’ made of black crystal located deep in the center of the ship. The second part is the navigators chair, which connects the navigator mage to the sensor systems of the ship via TW neural links (a modified noro psi-helm). Finally, the drive system (located in the wings) which create the actual wormhole effect.
When activated, a glowing ring of bluish energy projects from the wing tips to encircle the ship. Also, lines of glowing blue vein the surface of the Aether-Hawk; each line composed of moving msytic sigils and glyphs. 1-6 minutes later, the ring shoots forwards opening the transit wormhole, drawing the ship along behind it.
Though capable of going ten times further than even the most advanced ‘Rift’ drive, and able to create relatively stable wormholes, the D-Drive is still subject to fluctuating travel ranges, and may take up to 6 minutes for the navigator and the ‘NC’ to calculate the safest endpoint for the wormhole. However, the D-Drive is still a marvel of TW spce technology.
Range: 1D6X100 light years. Payload: 1 Jump per 5 hours. PPE: 3000 per jump! Takes 1D6 minutes for the navigator & ‘navigational cogitator’ to calculate the wormhole endpoint (requires skill Navigation: Space/FTL).
*Spells used in this design: Create wormhole, Stabalize Wormhole (Rifter #10). Teleport: Superior (Rifts RPG).
Attack Craft
Up to 200 tonnes of vehicles may be carried. Also shuttlecraft and / or sattelites may be carried depending on mission. Furthermore 5 external docking collars can be used to carry additional attack shuttles, Hvy. Fighter-bombers and / or cargo pods. Typically carries 18 Shadowbolt TW Fighters in the vehihicle bays, and 4 MKXV Arcane Assault Shuttles (with full crew) durring combat missions.
Bonuses
+4 Intiative, +5 to dodge (-1 using sails), +1 to strike with all weapons and +35% to combat piloting rolls and +10% to weapon systems lock-ons. When using solar-sails, the vessel is -15% to detect (or +15% to 'prowl') when at extreme hostile sensor range and when rigged for silent running.
Note
Vessels auto-repair / regrow damage done at 10% per location every 24hrs. Completely destroyed systems require time in drydock to replace.
taalismn wrote:The location of the bridge is also rather unique, although it increases the chance that a 'Golden BB' hit to the engines will take out the bridge as well.
sagajr wrote:[
I put some additional ship artwork and deckplans on my Flickr photostream. The stats for those ships are finished, but their description...
taalismn wrote:The location of the bridge is also rather unique, although it increases the chance that a 'Golden BB' hit to the engines will take out the bridge as well.
KLM wrote:taalismn wrote:The location of the bridge is also rather unique, although it increases the chance that a 'Golden BB' hit to the engines will take out the bridge as well.
Actually, if a BS class gun hits the ship and penetrates the engine compartment to the bridge... Well, frankly there is not much left from the ship at that point.
DhAkael wrote:BTW; semi-related.
"Your Phaseworld campaign, hero's and characters will NEVER be this epically awsome.
Ever."
http://youtu.be/_b1zGLAtg2Q
Just give up and accept that you can ONLY be second best.
I know I have...
"The positions of B.A.M.F. & B.F.S. have been filled; and they are called Harlock & Arcadia."
SolCannibal wrote:Has anyone ever of making spaceships from some of those gigantic building-sized "pines" millenium trees produce? The thought just crossed my mind of someone carving a giant fallen branch - or shaping it with some "biomancy" spells from Rifts South America - into air/spaceship form with some of the leafs as wings or sails.
Thought that some space elves - or space druids - might try something funky like that.
taalismn wrote:SolCannibal wrote:Has anyone ever of making spaceships from some of those gigantic building-sized "pines" millenium trees produce? The thought just crossed my mind of someone carving a giant fallen branch - or shaping it with some "biomancy" spells from Rifts South America - into air/spaceship form with some of the leafs as wings or sails.
Thought that some space elves - or space druids - might try something funky like that.
I'e considered 'Ort Trees' but not pinecone cruisers.
Hmmmm...wooden spaceships...
DhAkael wrote:Someone feeling nostalgic for 'Tenchi Myuhou' ?
re; trees as starships.
taalismn wrote:As I recall, the Kreeghor use the gutted organic shells of giant megadamage critters for some of their designs. This has shades of the Santovasku Empire from 'Outlanders' where the ships are definitely alive(and VERY nasty), resembling giant snails, beetles, squid, and limpets.
DhAkael wrote:Let's not forget bio-engineered MDC coral for starship hulls either
taalismn wrote:Here's a blast from the past, full of nostalgic goodness:
http://vimeo.com/29549708
http://vimeo.com/50264257
SolCannibal wrote:[
Not that one should ignore other fun stuff in the Atlantis worldbook, like the Insecton Land Rover, Creax Armored Rover or more importantly, the Dragon Dreadnought, that IS mentioned as both space-capable and a major weapon of the time they fought the Mechanoids.
http://fc02.deviantart.net/fs71/i/2010/010/8/0/Dragon_Dreadnought___Colour_by_Seothen.jpg
taalismn wrote:SolCannibal wrote:[
Not that one should ignore other fun stuff in the Atlantis worldbook, like the Insecton Land Rover, Creax Armored Rover or more importantly, the Dragon Dreadnought, that IS mentioned as both space-capable and a major weapon of the time they fought the Mechanoids.
http://fc02.deviantart.net/fs71/i/2010/010/8/0/Dragon_Dreadnought___Colour_by_Seothen.jpg
I scaled up the Dragon Dreadnought into a full-sized battleship(and alluded to it in my Paladin Steel continuum as the 'Dreadnought Crisis' where one crashes into the middle of the Earth Orbital community, causing all sorts of pain and turmoil). I may even have posted it earlier in this thread.
No. The Slugorth are relative newcomers to the space scene. Building ships to travel through the void is pointless when one one can just open a rift to another world, and journey 10,000 by stepping through a doorway.
Only in the aftermath of the creation of the UWW did the Splugorth begin to see that they were utterly vulnerable to orbital attacks. So they let the Kittani create the space fleet almost from the ground up.
The Splugorth have had stellar fleets then for about 1000 years... same as everyone else. The Splugorth only gratingly acknowledge that they need to ultilize such "mundane" technology: remember, these guys like their biowizardy...
SolCannibal wrote:Could certainly be another line of development, a revolution even, for some sploogie ruler out there.
taalismn wrote:SolCannibal wrote:Could certainly be another line of development, a revolution even, for some sploogie ruler out there.
Why parallel develop, when you can capture and conquer?
At the very least, a Splugorth exploratory fleet to probe the possibility of invading and enslaving the Necrons.
taalismn wrote:Find their worlds, see if they're suitable for Rift-incursion, then start popping in Minions.
Ideally a two-front war where the Splugs can grab enough Necrons and their tech- base to start growing their own, even if they can't take over the Necrons wholesale.