Ruardiss Nyada “Oribasos” class Scout Carrier (Modified Stalker class):


Ruardiss Nyada is a star system located outside of the fringes of the Consortium of Civilized Worlds. It is in a less explored location where there are quite a number of threats. Still, the settlers have an independent spirit and do not want to be members of one of the major governments. While initially settled by Wolfen, the system boasts a heathy population of other sentient beings as well.


The system has a powerful fleet because of potential threats. The military was initially formed from a core of Wolfen fleet officers and personnel who were demobilized with the formation of the Consortium of Civilized Worlds. Even then, there were concerns about threats from the unexplored region of space around the system. Today, the Caramelles Kingdom is considered a bit of a threat as well since in cosmological terms it is not too far away. As such, the military is as important as ever. Like the system itself, the military does have a healthy number of personnel from other sentient beings.


The ships, just like the personnel, are retired from the Wolfen military. The leadership of the system has been able to stay on good terms with the Wolfen government within the Consortium. Except for the most advanced technology, the system is considered to have a “favored” trade status. As a result, they have been able to purchase ships for less than what such ships might normally sell for. As a result, the system has never set up extensive shipbuilding facilities. There are some concerns internally of what would happen if they lost this favored status but so far they have been able to maintain good relations.


Among the forces of the system are eight modified Stalker class fast escort carriers which the system forces prefer to use the term “Scout Carriers.” These carriers are a very important component of the system forces with the carriers having been extensively upgraded in the service of the Ruardiss Nyada system. Presently, due to various threats, including the threat of the Caramelles Kingdom, they are in the process of acquiring additional Stalker class carriers to augment their existing carrier forces.


These scout carriers are seen as having many advantages over larger carriers especially for a smaller system defense force. Chief among these are that they require relatively small crews while being able to embark almost fifty light fighters. While the hangers can embark heavy and medium fighters, light fighters allow for a much larger fighter compliment. The one main issue with small carriers such as the Stalker class is that there is only limited ability to repair and refit embarked fighters.


Originally the Falx Supina was embarked but was the newest version not available when it came time to upgrade. Instead, the Bobcat fighter was selected. Even though the acceleration of the fighter was less than the older Wolfen fighter, it has twice as many hard points and has a variable force field. Recently, the Bearcat fighter has been selected. An attempt has been made for one squadron of the new fighters aboard each carrier to be the new Bearcat fighter. Eventually it is planned to replace all Bobcats in the fleet with the Bearcat although it will be quite some time before they are all replaced.


For power armors, eight space armors are substituted for the original ten light power armors. The Silverhawk would have been hard to acquire in the number required. As a result, it was decided to adopt the “Stormcrow” power armor. In many ways, the Stormcrow is a knock off design of the Consortium power armor.


As far as the ship’s own weaponry, the two heavy particle beams have been stripped out. In its place, the scout carrier mounts a single long range missile battery. While the capital missile launcher is retained, the magazine is cut from fifty to twenty missiles. These are almost always exclusively decoy missiles. Because the ship is not expected to engage other ships with its cruise missiles, it lacks the software upgrades which alloys for the firing of volleys of missiles. The four medium range missile batteries are retained unmodified.


Where possible, an effort has been made to reduce costs. One case is that the original electromagnetic rail guns are retained. They were considered adequate generally and far easier to maintain than gravity rail guns are. There was also the added benefit of the logistical system already set up to support them. While ultimately rejected, the GR-1000 was looked at and was strongly considered. Unlike the rail guns, the point defense laser mounts were replaced on the carrier. In this case, variable focus pont defense particle beams were selected due to being extremely effective against missile volleys. These particle beams were originally mounted on the Consortium Assault Shuttle but are quite popular with many forces.


While sensors are upgraded, most other systems are unmodified. The shields remain destroyer class which makes these warships fragile compared to larger carriers. The propulsion system, while not up to the most current standards, is still better than most Trans-Galactic Empire and Caramelles Kingdom warships. It also has an acceleration which allows it to stay away from most warships and can even outrun many destroyers. The common tactic is to launch fighters and maneuver to keep the carrier from being intercepted by enemy forces.


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: SCVE-85 (Modified.)
Vehicle Type: Fast Escort / Scout Carrier.
Crew: 62 ( 6 Officers, 54 Enlisted.)
Troops: 12 Power Armor Troops and up to 58 fighter pilots.


Vehicle, Robots, and Power Armors:

Power Armors:

 

8

SC-MM-1000 Stormcrow Space Combat Exoskeletons.

Fighter Compliment: Has eight fighter bays, each can embark six light fighters, four medium fighters, or a single heavy fighter. This is however the most common fighter compliment.

 

36

Consortium SF-128 Bobcat Light Starfighter.

 

12

Consortium SF-135 “Bearcat” Light Starfighter.


M.D.C. By Location:

 

Electromagnetic Point Defense Rail Gun Turrets (6):

400 each.

 

Variable Focus Particle Beam Cannon Turrets (6):

300 each.

 

Cruise Missile Launcher (1, underside):

1,000.

 

Long Range Missile Battery (1):

600.

 

Medium Range Missile Batteries (4, Top, Sides, and Bottom):

450 each.

 

Hanger Bays (8):

1,000 each.

 

[1] Bridge:

1,500.

 

[2] Main Body:

8,000.

 

[3] Variable Force Field:

1,000 a side (6,000 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 armor. This ship does not have an auxiliary bridge. Even if the bridge of the ship 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 fast escort carrier 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% (300 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 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.95 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 1 (761.2 mph / 1225.1 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 4.5 light years per hour.

Maximum Range: Effectively Unlimited by either drive system. Carries about one year worth of supplies on board.


Statistical Data:

Length:                450 feet (137.2 meters).

Height:                105 feet (32 meters).

Width:                 120 feet (36.6 meters).

Weight / Mass:    25,800 tons (23,405 metric tons).

Power System: Anti-Matter with a 50 year life span. The ship normally only goes 10 years between refueling and refitting. Backed up with emergency fusion plants.

Cargo: Small cargo hold that can carry up to 400 tons (362.9 metric tons) of cargo not including standard compliment of supplies and ammunition. Hold is 20 x 30 x 40 feet in dimensions (6.1 x 9.1 x 12.2 meter). 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 taken up by embarked fighters, extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: A “standard” Stalker class Fast Escort Carrier costs approximately 650 million credits. Upgrades cost approximately 50 million credits for a total cost of approximately 700 million. These ships are generally not for sale however one might expect them to cost up to 1.2 to 1.5 billion credits under some circumstances. In all cases, cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Six (6) 14.5 mm Electromagnetic Point Defense Rail Guns: Unlike most of the rail guns used on Phase World / Three Galaxies starships, these are standard electromagnetic rail guns. They are used as an anti-starfighter and missile weapon and against targets that are impervious to energy. Each rail gun is in a turret that can rotate 360 and has a 180 arc of fire. When used in space, projectiles are fired from rail guns at a significant fraction of the speed of light. Rail gun uses 14.5 mm depleted uranium projectiles. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.

    Mega-Damage: Rail guns inflict 3D6x10 M.D.C. for an 80 round burst.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: 16,000 rounds (200 bursts) each cannon.

  2. Six (6) Variable Focus Particle Beam Mounts: Replaces the original laser 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.

  3. One (1) Cruise Missile Launcher: Missile has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far 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.) Cruise missiles have penalties to hit small targets but are all considered smart missiles. While the launchers presently do not carry the software to launch multiple missiles as a volley, it could be programmed in easily. While early in the ships careers, this launchers were used for combat, they are mostly used to launch decoys and that is the main reason why they have not upgraded the launch software to launch volleys.

    Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space.

    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Fusion multi-warheads inflict 3D6x100 M.D.C. each - Carries mostly decoys however.)

    Rate of Fire: One cruise missile per melee attack (special software is available allows 4 to 8 missile to be launched as one volley depending on gunners hand to hand attacks).

    Payload: 20 cruise missiles total (mostly decoys).

  4. One (1) Long Range Missile Battery: Replaces the two heavy particle beams. 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), eight (8), sixteen (16), or thirty-two (32) long range missiles per launcher, per melee attack.

    Payload: 320 long range missiles total.

  5. Four (4) Medium Range Missile Batteries: Weapon system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Like other Phase world systems, weapon system range and speed has been greatly increased compared to Rifts Earth systems. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. 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 (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles per battery.

    Payload: 160 medium range missiles per launcher for a total of 640 medium range missiles.



[ Altara TM, Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Kydian TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



Return