Sunday, May 23, 2010

PULSAR COMMERCIAL CRUISER


Probably the most advanced civilian star ship ever built, the Pulsar multipurpose commercial cruiser is a staple among interstellar corporations, institutes and the Clans. The ship, larger than most military cruisers in actual volume, allows for shipping of large, finished goods, as well as sporting impressive scientific capabilities and the creature comforts that most nonmilitary civilians expect.

The only downsides, if there are any, are its lack of weapons and that the cruiser is so expensive that only those organizations with a huge amount of capital can afford them.

Despite the cost (1 billion credits per ship), Pulsars are a fairly common sight along the commercial spaceways. Most are bought on credit and with payment plans, or with company shares, or traded for with commodities and other goods. Orion Arm Industries, the manufacturer, has gained shipyards, influential power in several businesses, and even a small moon in trade for its vessels.

The ship is worth the money for those who can afford it. It carries a massive amount of cargo, and comes standard with a docking bay that can hold 12 fighter-sized ships (or three to four small light transports). It also comes equipped with four “lab bays” that can be converted into just about any type of scientific laboratory possible. The ships also come with an advanced artificial intelligence computer system, advanced sensor capabilities, and, most importantly, the ability to be heavily modified. The power plant is built to handle twice the load that the ship requires, and there are blank consoles and bays all over the place, and a generally very open architecture to everything onboard.

One interesting feature on the Pulsar is that it has a “wheel house” design. The forward window indicative of a bridge is actually only helm control and navigation, with the ship’s other functions commanded from deeper within the forward command module. Akin to old naval vessels, the room containing the helm control is referred to as the wheel house. Since the Pulsar isn’t intended to do combat maneuvering, the Captain often calls up orders to the wheel house from a command center more focused on communications and internal ship management.

The price has had a beneficial effect that the corporations and the governments of the Terran Protectorate and Free Colonies consider a bonus: it is outside of the price range of even some of the more extravagant private buyers. To date, only one Pulsar is known to be used for pirating, and that one was stolen from its rightful owner. Most mercenary companies would rather buy a more heavily armed, and much older Venture, and that generally goes for pirates as well. The Pulsar only comes standard with a laser battery really only rated as effective against “small navigational hazards” though with proper investment, the Pulsar could be turned into a full-fledged warship. However, by the time you finished paying for the conversion, you could have bought a real warship for less cost.

Still, it is believed that some of the Clans, especially the Ares-Draconis Brotherhood and the Yoarashi, have small fleets of these ships converted to full combat capabilities…just in case.

Model: CC-3 Pulsar Multipurpose Cruiser

Class: Commercial Utility Cruiser

Crew: A crew of 40 is all that’s needed when operating in a purely cargo capacity, but more complex operations, like exploration, generally call for crews of 150 to 300.

Auxiliary Craft: Can accommodate 12 small craft, such as fighters or Hoppers, or three light transport-sized vehicles, or a mix.

M.D.C. by Location

Dorsal docking observation stations (2) – 700 each

External cargo cylinders (4) – 2,200 each

External cargo cylinder loading ports (8) – 400 each

Forward docking collars (2) – 400 each

Laser turret – 500

Main engines (2) – 4,500 each

Docking bay – 4,000

Ventral observation room -- 500

*Forward command module – 2,000

*Wheelhouse – 600

**Main body – 35,000

*Depleting the M.D.C. of the forward command module destroys the central control room, the wheel house and the laser turret. The ship loses all primary control functions, sensors and long-range communications. It can still be controlled from the engine room, but would automatically lose all initiative rolls and the ability to dodge. Destroying the wheel house destroys primary helm control and navigation. There are sufficient secondary controls in the command center so that the ship can be maneuvered with little loss of functionality.

**Depleting the main body of the vessel leaves it a floating wreck, activating a powerful emergency beacon and unlocking the escape pods (there are enough 4-man escape pods for a crew of 260). Reducing the main body to -4,000 causes the vessel to explode, doing 2D4x100 M.D. to everything within a 1,000-foot radius.

Speed

Maximum Sublight Speed: .15 C (15% of the speed of light)

Maximum Acceleration/Deceleration: 5Gs per melee round

FTL Speed: Cx365. The Pulsar has military-grade FTL capabilities, though they are designated as Corporate Class officially.

Top Atmospheric Speed: Not designed for atmospheric operations

Statistical Data

Height: 244.5 feet

Width: 394.5 feet

Length: 716 feet

Cargo: The four cargo cylinders can carry 2,000 tons each, and the central hold can carry another 6,000 tons, for a whopping 14,000 tons. The docking bay can be converted for another 1,000 tons, increasing the total to 15,000 tons (that’s 30 million pounds).

Range: Standard consumables and fuel give it a 100 light-year range. But by using the cargo holds as storage, it is possible to extend the range to a thousand light years or more.

Power Plant: Dual anti-matter reactors

Cost: One billion credits new, 600 million used. Availability: If you’ve got the money, Orion Arms Industries guarantees there’ll be one available.

Weapon Systems

1. Laser Turret: This is a simple double-barreled solid state laser turret with firepower comparable to that of a frigate’s main weapon. It is mounted on a turret with its own control room. It has 180 degrees of rotation (can face all the way to port or starboard) and 45 degrees of negative elevation (can point 45 degrees “down”). The only thing really going for it is range.

Primary Purpose: Defense

Mega-Damage: 2D4x100

Effective Range: 2,000 miles

Rate of fire: Twice per melee round

Payload: Effectively unlimited

Sensors: The Pulsar has excellent sensors for a civilian vessel, and is often used as a surveyor of uncharted systems. Mass and electromagnetic sensors have a range of one A.U., but are about half as sensitive as military ships (can detect nothing smaller than 500 feet in diameter at those ranges, unless it’s a ship with an electromagnetic signature, in which case a medium transport should be the limit). Short-range sensors have a range of 300,000 miles.

Amenities: The Pulsar has a number of amenities and luxuries that make traveling and working in the ship a pleasure. It has two large recreation rooms, a galley capable of handling 5-star restaurant quality meal preparations, six luxury suites and 20 “elite” suites, four laboratory bays that can be turned into state-of-the art laboratories, a ventral observation ball room with faux-marble flooring and a state-of-the-art sound system, a 3-D zero-gravity stellar cartography room with 360-degree real-time external star projection capabilities (be sure to take your motion sickness pills, it gives the sensation of floating in space in real time), a small holo-theater, and two docking observation towers allowing excellent coordination and supervision of multiple cargo loading operations at once. Most corporate models come with a quantum-band link back to their home port or corporate headquarters. It’s believed that ships owned by the Clans have quantum links to their seats of power in the core worlds.

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GENESIS 14

Mountains_spitzer_f800

ZAANUSSII

18

SOL PRIMUS

The Sun Gif

RIGELAN DEFENCE FORCE


BARUUL MERC

THE TWINS

http://a52.g.akamaitech.net/f/52/827/1d/www.space.com/images/h_et_planets_02.jpg

AZRIL

MATRIX 33

KELEV

STEINMAN CLASS B HEAVY HAULER

Steinman Class B Heavy Hauler

While it will never get the glory of a Crossbow, or even the quiet respect of a Starmaster, the Steinman is, arguably, the most important starship in human space. The vessel, over 70 years old, is quite simply the lynchpin in all interstellar human commerce, without which there could be no Protectorate.

Little more than a command module, a pair of engines and a cargo hold, the Steinman is a simple, but effective design that has kept colonies, core worlds, and the military supplied through peace, war, and across a hundred varying climates.

Not at all fast, and usually completely unarmed, the ship’s only defense is a powerful passive sensor system, and a negative mass drive with the shortest warm-up time of any non-military human ship in operation. Often traveling in convoys with a few escort vessels, a pack of Steinman under attack will quickly go to FTL using preset coordinates, so that there is a much shorter navigational computation time. An average ship takes 1D4 minutes to perform a jump, but a Steinman can usually do it in half that (most military ships have the same jump time).

With a crew of six, a modular cargo hold that can haul up to 500 tons, and a very reasonable price tag, it is the ship of choice for most large corporations, and is the transport of choice for the military as well. But even the military versions rarely have armaments. To keep space consumption to a minimum, the Steinman has a very small power plant. At most, it might be able to be fitted with a turret, but not a very powerful one. A much more reasonable option for arming the Steinman is to put missiles on it, which need no large power source.

Steinman haulers are most often encountered hauling food, raw materials, dry goods, water, large groups of people and military supplies. Pirates tend to avoid them because highly valuable cargo is much more likely to be on a smaller, better armed, light or medium transport. Some budget colony operations also use them to transport colonization supplies and colonists. By dividing the massive cargo bay into two decks filled with bunk beds, the Steinman can carry up to 600 passengers.

Model: C-98 Class B Heavy Hauler

Class: Freighter

Crew: 6, capable of carrying up to 600 passengers

M.D.C. by location

Sensor array – 150

Engine pods (2) – 400 each

*Main body – 2,000

Command module – 800

*Depleting the M.D.C. of the main body would disable the vessel, causing the command module to detach as a life pod. Steinmans rarely explode; usually only when they are carrying highly flammable or volatile cargo.

Speed

Maximum Sublight Speed: .2 C, or 20% of the speed of light

Maximum Acceleration/Deceleration Rate: 4 Gs per melee round

Maximum FTL: 365 x C, or one light year per day, half that speed for civilian models.

Top Atmospheric Manuevering Speed: Mach 1.5, but can attain escape velocity on a full engine burn (cannot maneuver)

Statistical Data

Height: 44 ft

Length: 210 ft

Width: 115 ft

Cargo: 500 tons

Power Plant: Fusion Reactor

FTL Drive: NMD-365 (military) or NMD-183 (Civilian)

Range: varies with supplies carried. Estimated it could travel 400 light years, but none has ever tried.

Market Cost: 2 million credits new, 1 million credits used.

Weapon Systems: None

Sensors: The Steinman has a powerful early-warning system that gives it mass and electromagnetic field sensors with a range of 1 million miles, and powerful short-range sensors with a 300,000-mile range.

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