Special Operations Transport (Light Trans-Galactic Empire Design):
Special Operations works through stealth and subterfuge. A large assault transport appearing in a system can be extremely suspicious. One of the most common tricks is to use converted merchant vessels. Smaller ships are generally less suspicious than larger vessels so many of these special operations transports are relatively small in size fitting into the "Tramp Freighter" size class. They usually are not used for heavy missions such as planetary assault but instead for limited operations such as seizing a space station, orbital base, or a starship. While heavier armed than a standard merchant design, they are less heavily armed than most Q-Ships. As a result, if combat is expected, they will be escorted by true Q-Ships.
All of the major militaries are involved in some special operations roles with some more involved in such missions more than others. Naruni Industries actually operated assault shuttles which can travel via faster than light travel. One of the largest as far as special operations in the Trans-Galactic Empire. Of course the Trans-Galactic Empire denies that they operate any special operations ships but this is clearly contradicted by other sources. Most sources believe that they operate at least several dozen of these ships while some believe that hundreds of these ships are operated by the Trans-Galactic Empire special operations. One of the arguments which the Trans-Galactic Empires uses is that these ships are actually ships from the Free Worlds Council. Most military analysts are skeptical of this argument.
This ship class is slightly larger than the standard Q-Ship to allow for the ability to carry a pair of assault transports as well as a heavy troops compliment for the ship’s size. To keep the ship’s true role secret, the shuttle hangers are concealed as part of the cargo bays. These ships do not have a secondary bridge but the bridge is protected by heavy armor. It is believed by most analysts that some of these ship are converted from merchant vessels while others are new built ships. Those which are new construction vessels are better armored and have superior construction than those which are reconstructed.
Unlike the Q-Ship, these ships are only lightly armed although these ships do carry heavier weaponry than most pure merchant ships. The ship retained four medium range missile batteries and four light laser batteries. The payload of the medium range missile launchers is increased. In addition, the ships have eight retractable mounts which each mount has a point defense gravity rail gun and a mini-missile launcher. These mounts are concealed when not being used. The ship does not mount an heavy energy weapons or cruise missile batteries which are useful against larger ships.
These ships mount standard space drive systems, both those for normal space and faster than light contra-grav propulsion. These ships make the ship relatively slow but the drive systems are far more economic than most military drive systems. Sensor systems are replaced with military class systems with much greater range and power. The ships also replace the standard merchant class shields with full variable force shields identical to those carried on the Berserker class attack vessel. To hide the internal systems and troops, the ship is protected from internal scans by a stealth system that gives false readings like those reading you would get from a normal merchantman.
Without tanks, the "Rain of Death" Troop Transport up to around two hundred and fifty troops or around two-hundred troops in power armors. The wings or the shuttle are designed to be able to be folded for more efficient storage. Sometimes, civilian models are substituted because they are often unnoticed in normal system traffic. Unless required by the mission, these ships do not carry any tanks or armored vehicles. Most missions are designed around power armor assaults. If tanks or other heavy armor designs are carried, they must be embarked onboard the assault shuttles at loading. Part of the basic troop compliment has to be carried on the assault shuttles. In total, around a thousand troops can be embarked or around eight hundred in power armors with fully half embarked on the shuttles. Maximum load is around five hundred Warlord Mark I and around three hundred Warlord Mark II are carried. For longer scale missions, the embarked number of troops in normally half of maximum embarked. No fighters can be carried onboard these ships and they are extremely cramped with berthing for only half the troops on the ship itself.. Crews of these vessels are not standard military units generally but are members of Imperial Security. Often they may are sent of to deal with internal insurrections and carry special "Intervention Battalions."
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: KMR-85-SS
Vehicle Type: Special Operations Transport (Built on a Merchantman type hull)
Crew: 65 (15 Officers and 50 enlisted)
Troops: 500 Marines (400 in power armor) normal (1000 Marines (800 in power armor) maximum), 12 shuttle crew
|250 (500)||IPA-WI-K Warlord Mark I Combat Suit (Half Embarked in Shuttles)|
|150 (300)||IPA-WI-H Warlord Mark II Combat Suit (Half Embarked in Shuttles)|
|2||TIV-TTI "Rain of Death" Transports (Modified Civilian Shuttles may be carried)|
|M.D.C. By Location:||Rebuilt Vessel:||New Construction:|
|Laser Batteries (4):||500 each||500 each|
|Concealed GR Cannons/Missile Batteries (8):||300 each||400 each|
|Medium Range Missile Batteries (4):||300 each||400 each|
|Concealed Shuttle Hangers (2):||800 each||1,000 each|
| Contra-Grav Engines (2):||2,000 each||2,500 each|
| Main Body:||5,000||5,500|
| Variable Force Field:||1,000 side (6,000 total)||1,000 side (6,000 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% (300 M.D.C.) per melee round.
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. Star Ship can accelerate/decelerate at the rate of 0.7 percent of light per melee. Ship has had the merchant radiation and particle shields replaced with military ones.
Atmospheric Propulsion: Maximum speed is 300 mph ( 482 kph), can enter an atmosphere because flight system is using contra grav.
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 3 light years per hour.
Maximum Range: Effectively Unlimited by either drive system. Carries about four months worth of supplies on board. Limit endurance to one month if carrying a maximum compliment of troops.
Length: 650 feet (198.1 meters)
Height: 80 feet (24.4 meters)
Width: 100 feet (30.5 meters)
Mass/ Weight: 16,800 tons (15,240 metric tons) fully loaded
Power System: Fusion with a 20 year life span. 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 1,000 tons (907.2 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: 200 million credits for a rebuilt ship and 250 million credits for a new built vessel. Does not include the cost of the embarked troops and craft.
- Four (4) Laser Batteries: Weapon system is part of the original
design and are 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.
- Four (4) Medium Range Missile Batteries: A slightly modified
version of the medium range missile batteries carried on a normal Merchantman.
They 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
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), or eight (8) missiles per battery.
Payload: 64 per battery for a total of 256 medium range missiles.
- Eight (8) 22 mm GR Rail Gun/Mini Missile Batteries: Weapons
are mounted around the ship in concealed mounts for point defense. Each
turret can rotate 360 and has a 180 arc of fire. Projectiles are fired from
rail guns at a significant fraction of the speed of light. Missile has
a top speed of Mach 10 in an atmosphere and in space has an acceleration
of 2% of light per turn (slightly faster than any starship except if it
is exceeding it maximum safe acceleration). Missile launchers can launch
on multiple targets each at the same time.
Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. Gravity Rail guns have a range of 4 miles (6.4 km) in an atmosphere and 200 miles (362 km) in space.
Mega-Damage: GR-Cannon inflicts 3D6x10 M.D. for a 40 round burst. Mini-Missiles vary by mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Mini-Missiles are fired one at a time or in volleys of two (2) or four (4) mini-missiles.
Payload: GR Cannon has 8000 rounds/ 200 Bursts each, has 32 mini-missiles at each launcher (has many more in storage holds).
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Writeup by Kitsune (E-Mail Kitsune).
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