Carl Gleba wrote:In terms of star ships I can see the Splugorth mother ships being exactly like the Goa'uld from SG1. Darn those intellectual properties!!
Carl
Actually, I just took the Slaver Mothership from Rifts Book 6, and brought it up to Phase World standards.
________________________________________-
Splugorth “Servitude”-class Mothership
This bulbous Splugorth cruiser is three times bigger than a 20th Century aircraft carrier. These vessels are more like space-born cities than a ship. The Servitude combines Kittani and Kydian technologies into a strange design that vaguely resembles a four-legged creature with floaters on its feet. Beneath the ship are docking spaces for up to eight KYHSS Slaver Raider ships.
During the war against Rynncryyth, both CCW and TGE commanders learned the hard way that Splugorthian spacecraft employ “triple-redundant shielding”; meaning that the variable force fields surrounding them are far stronger than one might expect. While the ship itself is structurally on par with the Consortium Warshield cruiser, it’s deflective shielding is easily 3 times more powerful.
Model Type: Kittani KSM-1000
Class: Fleet Command Ship
Crew: 100 officers, 1200 ship crew. Additionally, the ship carries a defense force with the following troops:
* 960 Kittani warriors in Manling Power Armor with jet packs
* 240 Overlords in Overlord Power Armor
* 240 Blind Warrior Women (may be replaced by Staphra warriors)
* 60 Splugorth Slavers
* 60 Powerlords in Power Armor
* Special Operations squad of 6 Conservators
* 4-6 Murex or Volute Metzla (giant monsters, described in Rifts Atlantis).
The leaders of the marine force are usually 2-8 High Lords. This does not include the crews of the eight Splugorth Slaver ships which add another 700 troops.
Slave Holds: These huge ships have four whole deck levels dedicated to holding the living cargo brought by the slaver ships. Up to 20,000 slaves can be carried in the 1,000 reinforced cells (20 humanoids in a cell under cramped conditions).
M.D.C. by Location:
Main Missile Batteries (6) - 2400 each
Gravimetric Slicer Beam Cannons (4) -1400 each
Fusion Beam Cannons (16): - 280 each
Neutron Cannons / Particle Beams (42) – 700 each
Exterior Walls & Hatches - 200 per every 50 sq. ft (4.6 sq, m)
Interior Walls & Hatches - 100 per every 50 sq. ft (4.6 sq. m)
Holding Cells (1000) - 400 per wall (reinforced)
Support Legs (4) - 6800 each
Secondary Command Post & Communications - 1400
** Main Command Post & Communications - 2800
*Main Body - 56,000
Variable Force Fields – 90,000 total (15,000 per side)
* Depleting the M.D.C. of the main body will destroy the ship and anyone still aboard.
** Destroying the Main Command Post will immobilize the ship and its main weapon systems until the secondary command post comes on-line (this will take 1D4 melees). Destroying both posts will effectively cripple the ship's main systems, leaving it without its main missile launchers and long-range radar and communications. Individual gunners can continue fighting, of course.
Speed:
Sublight: conventional CG-drive. Mach 25 in space.
FTL: Rift Generator. 120 light years per day. (Or 6 jumps of 5-20 light years.)
Statistical Data:
Height: 400 feet/122 m (100 feet/30.5 m of the height are the four support pillars).
Width: 800 feet (244 m)
Length: 800 feet (244 m)
Weight: 300,000 tons (270 million kg)
Cargo: Up to 20,000 slaves
Power System: Unconfirmed. Assumed to be anti-matter with a PPE battery for the rifts drive.
Market Cost: Never sold; it would go for 100 billion credits or higher!
Weapon Systems
1. Main Missile Batteries (6): These are giant turrets that fire volleys of special long-range torpedoes. These were assigned the code name “splinter missiles” by the CCW, because upon launch, the one large missile divides into ten sub-munitions. Therefore, the ship is capable of firing off the equivalent of 60 anti-matter torpedoes in 15 seconds! Note: If the M.D.C. of a missile battery is depleted, its missile magazine will explode, inflicting 1D4X1,000 to the ship's main body. The missile batteries are controlled and directed from the command post.
2. Gravimetric Slicer Beam Cannons (4): Mounted at the top of each support leg, this weapon is incredibly powerful and can decimate most ships very quickly. It uses controlled opposing gravimetric waves that shred the target. Due to the deep penetration of the weapon, it has a much better chance to do critical damage to the target and ships dread the slicer beam hitting their fusion reactors. The weapons have standard penalties to hit fighters and other small targets. MegaDamage: 3D6x1000 per Slicer beam strike. Several beams can be combined into a volley, if the ship is positioned correctly. (optional rule: gets a critical on a natural 18, 19, or 20 due to its high penetration)
Range: 187 miles (300 km) in an atmosphere and 187,000 miles (300,000 km) in space.
Rate of Fire: Once per melee (beam last for full melee)
Payload: Effectively Unlimited
3. Fusion Beam Cannons (16): The guns take high mass particles and compress them until they reach fusion. These particles are then fired in a beam. The weapons have standard penalties to hit fighters and other small targets. Each fusion beam cannon fires individually and have a 180 degree arc of fire.
Mega Damage: 5D6x100 per fusion gun blast.
Range: 62.2 miles (100 km) in an atmosphere and miles 62,200 miles (100,000 km) in space
Rate of fire: Equal to the number of attacks of the gunner (usually 5 or 6 per round)
Payload: Effectively Unlimited.
4. Neutron Cannons / Particle Beams (42): These guns fire bursts of atomic particles at close to the speed of light but unlike most Particle Beams, most of the beam consists of Neutrons. They are very effective against fighters but are not as effective against larger ships. The weapon does more damage to organic targets because of the nature of the beam. Each mount has a 360 degree rotation and 180 degree arc of fire. Weapon has a bonus of +4 to strike
Mega Damage: 4D6x10 + 20 per cannon. Weapon does double damage to organic targets.
Range: 9.3 miles (15 km) in an atmosphere and 932.7 miles (1,500 km) in space
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
5. Splugorthian Warding: The Servitude has a semi-mystical enchantment cast upon it during its construction. Attackers from major tech powers such as the TGE, the Golgan, or the CCW find their sensors slightly scrambled when trying to lock weapons on the ship. Such gunners have penalties of -4 to strike beyond visual range. Missiles are somewhat more effective: at first engagement missiles have a 60% chance of being unable to achieve a lock (miss the target, get another try if they are smart bombs though). After that, the jamming can be fully adjusted for and the missile achieve lock normally.
There. Watch your PC's die!