Icaria Almpatrós (Albatross) Fast Courier / Yacht:
Located on the juncture of a number of important trade routes, the Icaria system is considered on of the wealthiest independent star systems in the Three Galaxies. Very few systems have as much trade traveling through them as Icaria system. One of the few exceptions is Center with its phase gates and there is a strong possibility that the REF wormhole may eventually eclipse the Icaria system as well.
The economy of the system does not depend exclusively on this massive trade through their system. For example, the system has some of the best universities outside of the Consortium. The system also has a number of major shipyards within the system. Not including military shipyards, these yards produces builds various civilian vessels from the smallest shuttles to the largest bulk cargo vessels. A number of different courier designs are produced by the system’s shipyards.
Instead of operating heavy fighter designs, the system navy operates a number of corvette designs. These designed are some of the best corvette designs operated in the Three Galaxies. Many of the same engineers who helped to develop the corvette designs also were involved in the development of fast courier designs. As a result, the system also produces some of the best courier designs as well.
While fast couriers are often considered synonymous with runners and smugglers, in fact there are quite a number of legitimate roles for these vessels as well. These ships often are used for carrying documents to sensitive to transmit over faster than light communications, carrying V.I.P.s, and small but important time sensitive cargos. A final role for these ships is to act as scout vessels.
Even though no longer produced, the Almpatrós is one of the older fast courier vessels still in relatively common use in the Three Galaxies. Even though an older design, it is generally considered a relatively capable ship. They still compare well to newer courier with regard to weaponry and cargo capacity. However, the older vessel tends to be slower than newer designs and sensors are dated. Balancing this, these older couriers can often be found for excellent prices.
Unless converted to another role, the Almpatrós design is able to carry around one hundred and sixty metric tons of cargo. Lacking some of the automation of newer vessels, these ships are designed to be operated by a crew of eight however they can be operated effectively by a crew of four. These couriers are designed with four crew cabins and can carry comfortably eight passengers in addition to the standard crew. Designed for relative comfort, these ships also have a full galley and a common room.
In a number of cases, these couriers have been converted into yachts. Most yachts delete much of the cargo space, although most retain at least some, and convert the space into luxury suites. Such vessels can embark approximately forty crew and passengers. Such ships usually have much larger crews than they do as a courier because they include extensive service personnel.
In faster than light space, the Almpatrós design can travel up to four light years per hour. Even though many newer couriers are faster, the Almpatrós is still faster than most merchant designs. Acceleration is equal to the Puma class heavy fighter. Often landing on planetary surface, the Almpatrós is quite capable in an atmospheric and is trans-atmospheric due to contra-grav propulsion. A compact but extremely efficient fusion plant provides power to the fast courier.
Even though older, the Almpatrós design is still considered relatively well armed. The main weapon system of the courier is a pair of long range missile batteries. Working equally against larger targets as well as fighters, the ship carries twenty-four missiles per battery as a standard load in the missile magazines. Some operators convert some of the cargo holds into additional missile magazines. Four point defense lasers complete the courier’s weaponry. Some crews have added forward firing rail guns and other weapon systems. One issue is that because these couriers lack modern automation, the weapons cannot be operated in purely computer control.
Even though an older system, the shield generators are more powerful than on many newer courier designs and are the equal of those mounted on the Proctor class heavy fighter. In addition, the Almpatrós design is relatively well armored and is able to withstand a fair amount of damage. Modern couriers generally are better armored however due to newer composites and alloys.
The Almpatrós design were usually built with civilian level sensors and no advanced stealth system. These systems were available and upgraded sensor systems were the virtual equal of corvette sensor system and military class stealth systems made the couriers extremely hard to detect without military sensors at any range. More advanced military sensor systems greatly reduce the effectiveness of the stealth systems however.
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: INF-FC-11.
Vehicle Type: Fast Courier / Scout / Yacht.
Crew: Eight (Can be run by four).
Passengers: Eight (8) as a Courier / Scout. Thirty-Two (32) as a Yacht.
M.D.C. By Location:
|
Double Barrel Point Defense Laser Turrets (4): |
150 each. |
|
Long Range Missile Batteries: |
300 each. |
|
[1] Cockpit / Bridge: |
450. |
|
[2] Main Body: |
1,800. |
|
[3] Variable Force Field: |
400 per side (2,400 total). |
Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s hull. 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.
[2] Depleting the M.D.C. of the main body will put the courier out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (120 M.D.C.) per melee round.
Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship to travel up to 50 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 1.0 percent of light per melee.
Atmospheric Propulsion: Maximum speed is Mach 4.0 (3,044.9 mph / 4900.2 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 4.0 light years per hour.
Maximum Range: Effectively Unlimited by either drive system. Carries about six months years worth of supplies on board although can be stretched to twelve in an emergency.
Statistical Data:
Length: 148.95 feet (45.4 meters).
Height: 41.01 feet (12.5 meters).
Width: 51.84 feet (15.8 meters).
Weight/Mass: 507.1 Tons (460 metric tons).
Power System: Nuclear with a average life span of 20 years. The ship normally only goes 5 years between refueling and refitting.
Cargo: Can carry up to 176.4 tons (160 metric tons) in addition to crew’s supplies. Each crew member has a reasonable amount of space for personal gear.
Market Cost: Courier would cost about 30 million credits to manufacture in present time in the Three Galaxies without military sensors or stealth systems. Vessels are no longer being produced. When available, these couriers sell for 30 to 40 million credits without military sensors or stealth systems. Each system (sensors or stealth) costs 15 million extra each. Luxury quarters cost an additional 10 million.
WEAPON SYSTEMS:
Four (4) Point Defense 2 cm Lasers in Double Mounts: Mounted on the top, bottom, and sides of the courier. Used as anti-starfighter and missile weapon. Each laser turret can rotate 360 and has a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
Maximum Effective Range: 2.5 miles (4 km) miles through atmosphere and 250 miles (402.3 km) in space.
Mega-Damage: 2D6x10 M.D.C.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Effectively Unlimited.
Two (2) Long Range Missile Batteries: 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. Batteries can launch on multiple targets each at the same time.
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 for details (Fusion warheads inflict 2D4x100 M.D.C. each.)
Rate of Fire: Can fire long range missiles one at a time or in volleys of two (2), four (4), or eight (8) long range missiles per melee attack.
Payload: Forty-Eight (48) total, twenty-four (24) long range missiles per battery. Extra long range missiles can be carried in the ship’s cargo hold.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2015, Kitsune. All rights reserved.