Sunday, May 23, 2010

SIENA RAY ARMORED TRANSPORT


One of the newest ships on the commercial market, the Siena Ray is a fast, well-armed and armored merchantman designed to deliver cargo into potentially hazardous areas. She is sleek, sturdy, and requires a minimal crew, with good cargo capacity. It is one of the most popular ships ever put on the market, and only the price and the weapons permit requirements keep it from dominating the medium transport market.

The Siena Ray was originally designed for military use as a Merchantman that would free up ships that would otherwise be needed as escorts. The Siena Ray would be able to operate reasonably safely free of escort ships, which could be employed elsewhere. However, the Terran Protectorate gave its new transport contract to the Titan Heavy Lift Vehicle, which is not as well armed, but as well armored, with longer range and greater payload capacity. The Titan could move multiple combat vehicles and had temporary barracks and large numbers of sleeper pods for the moving of ground troops. The Siena Ray's cargo hold was very basic in comparison.

Undeterred, Kugler-Vaughn Industries powered down the weapon systems and downgraded the sensor package and repackaged the design as a commercial high-speed armored transport, for use in areas of high piracy and perilous environmental hazards. Generally too pricey for the average independent spacer, the Siena Ray was aimed at the small company, private contractor sector. She quickly became a favorite for small, well-paid shipping companies that just couldn't justify buying a bulk cargo ship, and whose cargo was too valuable to risk placing on a cargo carrier or container ship.

But, above all, the Siena Ray has become a favorite of mercenaries. Mercs have bought more of these ships than any other sector. They are perfect for moving small military units quickly into dangerous places, are easily upgradable, and make fantastic picket ships, light patrol vessels and blockade runners. This has also made them a favorite target for pirates and raiders as well. Not only is it likely that a Siena Ray has cargo worth stealing, but if a pirate can capture the ship intact, they've got a fine new vessel ideal for piracy. Of course, actually taking a Siena Ray from a trained crew is not easy, and most pirates look for prey that puts up less of a fight.

Model: SR-81 High Speed Armored Transport

Class: Merchantman

Crew: Standard crew of 12. Maximum crew space for 20. With the installation of an A.I., the ship can be run by a minimum of three people.

Auxiliary Vehicles: Docking bay can house one fighter, a small shuttle or a couple land vehicles.

M.D.C. by Location

Wings (4) – 600 each

Ion turrets (2) – 200 each

Laser cannons (2) – 350 each

Secondary thrusters (8) – 450 each

Primary thruster – 1,000

Thruster pods (2) – 3,000 each

Command module (front 1/3) – 2,500

Short-range sensors and forward spotlights (2) – 200 each

Personnel airlocks (2) – 120 each

Dorsal sensor fin – 250

Long-range communications antenna – 50

Bridge – 600

Cargo bay door – 900

*Main body – 6,500

*Depleting the M.D.C. of the main body will disable the vessel, leaving it a floating wreck and activating the life pods. There are enough for a crew of 20. Reducing the M.D.C. to -1,000 will cause the vessel to explode, doing 1D6x100 M.D. damage to everything within a 500-foot radius.

Speed

Maximum Sublight Speed: .22 C, or 22% of the speed of light.

Maximum Acceleration/Deceleration Rate: 8 Gs.

Maximum FTL Speed: One light-year per day.

Top Atmospheric Speed: Mach 6+, capable of achieving escape velocity with minimal loss of maneuverability (remember, these were originally designed to perform combat drops).

Statistical Data

Height: 130 feet (39.6 m)

Length: 400 feet (122 m)

Width: 343 feet (104.5 m)

Cargo: 1,500 tons

Power Plant: Helium-3 Fusion Reactor

Range: 120 light years, with six months of consumables for a standard crew. Range could be tripled by using most of the cargo bay (80%) for food, water, spare oxygen scrubbers and Helium-3.

Market Cost: 10 million credits new, 6.5 million used.

Weapon Systems

1. Laser Cannons (2): A pair of medium-range laser cannons are mounted on either side of the command module, and are commonly referred to as the cheek guns. These have moderate stopping power and medium range. They are good weapons for a civilian vessel, but do not rival anything on a military vessel of comparable size. Each pair of cannons can rotate up or down 90 degrees. They are controlled from the bridge’s weapon station. These are often upgraded illegally by mercs, doubling their power, or rate of fire.

Primary Purpose: Defense

Mega-Damage: 6D6x10 M.D. for a blast from each cannon. Twin blasts from both cannons do 1D6x100 M.D., and only use up one attack per melee.

Effective Range: 100 miles in space, 50 miles in atmosphere.

Rate of Fire: Each cannon can fire three times per melee round.

Payload: Effectively unlimited.

2. Ion turrets (2): The Siena Ray has a pair of manned ion turrets on the dorsal and ventral main hull for point defense. These turrets are used to engage enemy fighters and missiles. They are operated by a single gunner from inside the turret. They have a 360-degree rotation, autoguard features that prevent the gunner from shooting the wings, and 45 degrees of elevation.

Primary Purpose: Anti-starfighter and anti-missile.

Mega-Damage: 3D6x10 M.D. per dual blast.

Effective Range: 5 miles in space, 2.5 miles in atmosphere.

Rate of Fire: Equal to hand-to-hand attacks of the gunner.

Bonus: +2 to strike due to advanced targeting computer.

Payload: Effectively unlimited.

Sensors: Long-range mass detection and electromagnetic sensors have 1.25 million mile range. Short-range sensors have a range of 100,000 miles.

Bonuses: The Siena Ray was designed so that, in case of a combat emergency, trained infantry techs could perform at least basic repairs. This gives techs a +10% chance to repair the vessel, but this bonus does not apply to upgrades.

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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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