Special Operations Transport (Heavy Consortium Design):
Within the Three Galaxies, there is much low intensity warfare. Some of this is conventional it type while other is more dirty work and involves going below the radar. Many of these roles, the military is simply not trained for and are not properly equipped to deal with properly. Stealth and subterfuge are often required. The militaries of the Three Galaxies often have powerful assault forces including fleet carriers, assault ships, and battleships to fill such roles. Often though they are not the right tools for the job. Instead, ships which are designed to appear externally like merchant vessels can perform roles which conventional ships cannot. In many cases, a merchant ship can approach a system with little notice and make an assault before it is even noted that it is transporting troops.
Some ships are relatively small, the size of "Tramp Freighter." These are both extremely useful and get little notice. Their weaknesses are both that they can only carry limited number of troops and limited support ability as well. They are virtually unnoticed due to their small size and inexpensive to build which makes them extremely popular. One solution when heavier support is required is to have them paired with a Q-Ship. Still, even with their small size, groups of these ships can become suspicious. For these reason, some larger special operations transports are also built. In many places, medium sized transports are still rather common and are not looked at carefully when entering a system. This allows these ships to carry more equipment as well as much heavier firepower. This version is based on the "Cargo Master" class medium sized transport. Like lighter versions, some are converted medium freighters while others are built from the keel as special operations vessels. Some are even Q-Ships which have been downgraded as far as weaponry.
It is likely that only a handful have been built for the Consortium military but more are operated by both the Human Alliance and Independent Defense Forces. Some also appear to have ended up in mercenary hands. Of course they are all believed to be dwarfed in numbers by those operated by the Trans-Galactic Empire. These ships perform similar roles to the smaller special operations transports including the capture of vessels, space stations, and space platforms. They can be used to seize limited planetary goals due to greater firepower and number of troops carried. They are not generally used for anti-piracy operations with greater firepower.
These ships are built to civilian standards generally although those built from the keel up are generally slightly tougher. Most are also protected by military class force fields. This allows them to withstand far more damage than a standard merchant hull. Sensors are generally also of military standards and are equal to those carried on cruiser class vessels. Even though most cruisers mount a secondary bridge, the special operations transport only mount a single bridge. They do mount extensive command and control facilities for embarked troops. Propulsion systems are civilian designs and are more compact although far less powerful than military systems. They also are far less expensive than the full military propulsion systems of conventional assault transports. Even so military transports carry civilian drive systems for lower construction costs. While some assume that the ships carry an anti-matter reactor in place of a standard fusion reactor, the ships only mount an extra fusion reactor to power the additional weaponry carried on the special operations transport. Internally, the ships have a special masking system which conceals the interior and projects the interior and cargo which one would expect from a medium freighter.
These ships are comparatively heavily armed with the standard weaponry of a merchant hull greatly augmented. Standard for a merchant of this size are six laser mounts and six medium range missile batteries. These are retained and the medium range missile launchers are modified for both greater payload and greater rate of fire. In addition, the ship mounts a number of retractable mounts including twelve variable focus particle beams, four heavy particle beams, and two long range missile launchers. The heavy particle beams are extremely useful for planetary bombardment roles. All mounts are concealed when not in operation. Compared to a Q-Ship of the same size class, firepower is greatly reduced with no medium range direct fire weaponry and no cruise missile batteries and half of the long range missile battery. Still, the ship is quite heavily armed.
These ships can carry four assault shuttles, the SAS-12 model being the most commonly carried although upgraded versions are also sometimes carried. As well, in some cases modified civilian shuttles are used because they can make runs with no attentions at all. Due to limitations in equipment handling, the shuttles have to be loaded with any armored vehicles and tanks before docked in the hanger bays. There no ability to load the shuttles with large vehicles from the ship. As a result, heavy combat vehicles are rarely carried. Troop compliment is normally 2,400 or 1,800 in power armors. The ships can be overloaded though with troops carried onboard the shuttles and the number of troops can be increase by fifty percent for comparatively short periods. These ships have the ability to carry a number of fighters in addition to troops. Normal is two squadrons of light fighters and a squadron and a half of medium fighters. Most common fighters are the Katana fighter and the Scorpion light fighter. Some other fighters are common such as the Bobcat light fighter replacing the Scorpion due to the Bobcat being more capable in atmospheric operations. Only limited support equipment for the fighters are carried and a much larger fighter compliment is carried on most assault carriers.
This starship design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.
Model Type: CRA-1565-AST
Vehicle Type: Special Operations Transport (Converted Medium Freighter design)
Crew: 300 (35 Officers and 265 Enlisted)
|Troops:||Normal:||2,400 Marines (1,800 in power armor), 48 Fighter Pilots,and 28 Shuttle Crew|
|Overload:||3,600 Marines (2,700 in power armor), 48 Fighter Pilots, and 28 Shuttle Crew|
Standard Power Armor Compliment:
|500||SH-CCW100 Silver Hawk Power Armors|
|1300||CAF-PA-10 “Ground Pounder” Power Armors|
|750||SH-CCW100 Silver Hawk Power Armors|
|1950||CAF-PA-10 “Ground Pounder” Power Armors|
|24||SF-69 CAF Scorpion Star Interceptor (or other light fighter designs)|
|18||BIF-67 Katana fighter ship (or other medium fighter designs)|
|4||SAS-12 and SAS-12-D CAF Assault Shuttles (Modified Civilian Shuttles may be carried)|
|M.D.C. By Location:||Rebuilt Vessel:||New Construction:|
|Concealed Main Particle Beam Batteries (4):||1,500 each||2,000 each|
|Laser Batteries (6):||500 each||500 each|
|Concealed Variable Focus Particle Beam (12):||200 each||300 each|
|Concealed Long Range Missile Batteries (2):||400 each||600 each|
|Medium Range Missile Batteries (6):||300 each||450 each|
|Concealed Fighter Hanger Doors (2):||3,000 each||4,000 each|
|Concealed Shuttle Hangers (2):||4,000 each||5,000 each|
|Outer Hull (40 ft/ 12.2 m Area):||125||150|
|Inner Hull (40 ft/ 12.2 m Area):||100||100|
| Contra-Grav Engines (2):||10,000 each||12,500 each|
| Main Body:||65,000||75,000|
| Variable Force Field:||5,000 side (30,000 total)||5,000 side (30,000 total)|
 Destroying the main engines means that the ship’s faster than light systems are destroyed and maximum sublight speed is reduced by half.
 In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship does not have an auxiliary bridge. Even if the bridge is destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge.
 Depleting the M.D.C. of the main body will put the Q-Ship out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
 Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,500 M.D.C.) per melee.
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light maximum due to civilian shields. Star Ship can accelerate/decelerate at the rate of 0.5 percent of light per melee. Ship has had the merchant radiation and particle shields replaced with military ones.
Atmospheric Propulsion: Maximum speed is 250 mph (402 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 2.5 light years per hour.
Maximum Range: Effectively Unlimited by either drive system. Carries about two years worth of supplies on board for the ship’s crew.
Length: 950 feet (289.6 meters)
Height: 330 feet (100.6 meters)
Width: 320 feet (97.5 meters)
Weight: 330,000 Tons (300,000 metric tons)
Power System: Fusion with a 20 year life span. Carries four reactors onboard. The ship normally only goes 5 years between refueling and refitting.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 8,000 tons (7,260 metric tons) of cargo in addition to standard compliment of supplies and ammunition. Each enlisted crew member has a small locker for personal items and uniforms. Ship’s officers have more space for personal items. Most of the ship’s spaces are take up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: 3.0 billion credits for a rebuilt ship and 4.25 billion credits for a new built vessel. Most builders will only sell starship to allied governments (To keep out of the hands of Pirates) although many still find their way into other's hands.
- Four (4) Concealed Main Particle Beam Batteries: In the front
of the ship are four 28 cm particle bea in concealed mounts. These can
be fired forward and can be angled up to 120 degrees aft (can only fire
one cannon at a target at that angle but can spin to be able to bring both
batteries to bear) and can fire at a 30 degree angle up or down. The weapon
system cannot be used to engage targets while traveling at faster than light velocities.
Maximum Effective Range: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.
Mega Damage: 1D4x1000 M.D.C. each (Two can be linked for 2D4x1000 M.D.C. for two)
Rate of Fire: Maximum of three (3) times per melee per particle beam.
Payload: Effectively Unlimited.
- Six (6) Laser Batteries: Original weapon system. Weapon system
is used as an anti-missile, anti-power armor, and anti-star fighter. Weapons
system has no penalties to hit fighters and small targets and can be operated
by a gunner or a gunner program (+2 to strike, 3 Attacks per melee). The
weapon system cannot be used to engage targets while traveling at faster than light velocities.
Maximum Effective Range: 200 miles (322 km) in space and 4 miles (6.4 km) in an atmosphere.
Mega Damage: 3D6x10 M.D.C. each.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- Twelve (12) Concealed Variable Focus Particle Beam Mounts:
Mounted in concealed mounts, these particle beams are copied from those
carried on the CAF Assault Shuttle and will fire a very powerful narrow
beam and can fire a scatter effect that is less powerful but is capable
of striking multiple targets. The weapon system is quite useful against
missiles although the cone is not as wide as Tachyon cannon sprays are (Gives +2 bonus vs fast moving targets such as missiles.)
Weapons are mounted in turrets that can rotate 360 and have a 180 arc of
fire. Each mount can be operated by a gunner or a gunner program (+2 to
strike, 3 Attacks per melee).
Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.
Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- Two (2) Concealed Long Range Missile Batteries: Like the
Cruise missile battery, these weapon mounts are concealed. Missile has
a top speed of Mach 20 in an atmosphere and in space has an acceleration
of 8% of light per turn (faster than any starship.) Whether weapons can be shot
down is calculated from the speed of target, launcher, and missile. When
drive goes dead, missile will continue to travel in a straight line unless set to self destruct
but has very low odds of hitting star ships (Great for hitting bases and
planets because target does not move and missile, when unpowered, is at -25% to be detected.)
Long range missiles do not have penalties to hit small targets unlike cruise
missiles and are all considered smart missiles. Launchers can launch on
multiple targets each.
Maximum Effective Range: Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.
Mega-Damage & Properties: See revised Phase World / Three Galaxies Missile tables (Fusion warheads inflict 2D4x100 M.D.C. each.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per launcher, per melee attack.
Payload: 640 total, 320 long range missiles per launcher.
- Six (6) Medium Range Missile Batteries: A slightly modified
version of the medium range missile batteries carried on a normal Freight
Master. They can fire larger volleys and have a much larger payload than
the launchers originally carried. Missile has a top speed of Mach 15 in
an atmosphere and in space has an acceleration of 6% of light per turn.
Normally used for anti-fighter and point defense. Batteries can launch
on multiple targets each at the same time.
Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
Mega-Damage: Varies with medium range missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) missiles per battery.
Payload: 80 per battery for a total of 480 medium range missiles,
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2008, Kitsune. All rights reserved.