Bushido Industries Sata Maru Heavy Merchant Vessel:


For truly large cargo, heavy merchant vessels are the king with the ability to carry a hundred times the cargo of a medium freighter. Large cargo loads transported within settled space is often carried aboard these huge vessels. In addition to manufacturing small and medium merchant design, Bushido Industries also manufactures large merchant hulls. A pirate hitting one of these ships can potentially net a fortune, even though sometimes they carry bulk cargos which are of little use to pirates. Because they are a target, they often require escorts. This was in large part a factor in Bushido Industries developing their own warship designs. These large merchant ships can mostly be found within the Consortium but are exported outside of the Consortium as well. They are fairly expensive which means they have not been sold in the numbers as many of the smaller hulls.


Even though far less Sata Maru class heavy merchant vessels have been built than Irako Maru medium merchant vessels, far more cargo in absolute tonnage is carried for Bushido Industries in these large vessels than in the smaller vessels. With a cargo carrying ability of twenty million metric tons, they are a bit on the small side for heavy merchant hulls but still can carry almost seventy times the cargo of the Irako Maru class vessel. As with most ships of this size, the Sata Maru class is not designed for planetary landings. Otherwise, they are similar to the Irako Maru in the fact that they are usually configured for one of three rolls. There is those designed to carry bulk cargos. In addition, there are ships designed to carry vehicles. Finally, there are those configured to carry containers. Containers allow for fast transfer of cargo as well as being able to be set up as individual environments for specialized cargos.


Many large cargo ships are fairly slow. The Sata Maru is an exception although a bit slower than the smaller Bushido Industries designs. Top speed in faster than light space is three light years per hour. The Star Emperor class heavy cutter though can carry even more cargo as well as being fifty percent faster. Drives to propel the ship faster than three light years per hour were considered too cost too much when the design of the heavy Bushido freighter was being developed.


Because they are more often operated in relatively settled space, a larger percentage of these ships are unarmed. Even so, the design was developed to be well armed for defense against pirates and other potential opponents. Twelve point defense particle beam mounts and four medium range batteries are standard for the heavy merchant vessel. Each missile battery has one hundred and sixty medium range missiles for pver six hundred missiles total. The point defense particle beam mounts are similar in basic design to the mounts carried in the Katana and other Bushido fighter designs. They are engineered heavy to reduce maintenance with volume and mass far less critical on starships than on fighters. As with most merchant designs, these ships are protected by a conventional force field.


As with the smaller Bushido Merchant ship designs, there is a much heavier armed version produced. These are usually considered the "Military Version" because they are more often operated by military forces. They mount two 12 cm lasers and increase point defense mounts to sixteen. As with the smaller merchant classes built by Bushido Industries, the standard particle beams carried on the no- military version may be mounted but combination mounts are also mounted. In these cases, the mounts combine a variable focus particle beam and a powerful point defense rail gun. In addition, the heavy cargo ship has two long range missile batteries and six medium range missile batteries. Payload in each medium range missile is the same as with non military launchers and each long range missile launcher also carries one hundred and sixty missile each. Shield are a heavier military type able to withstand additional damage although the shop does not mount any additional armor. Finally, sensor systems are improved compared to standard civilian sensors.


The ship is designed to be operated by a relatively small crew and has extensive automation. Standard crew is around eighty, around twenty percent less than the Freight King class heavy merchant ship. There is a small hydroponic section to extend ship’s ability to operate for long periods without resupply but the rarely goes much more than a few months without resupply. Because of limitation of star ports, the ability to transport cargo from ship to station or to the ground was considered important. As a result, the cargo ship has provision for four light shuttles. They are also designed for use as ship’s emergencies if needed. In many cases, however, none of the shuttles are embarked. When these vessels are operated around full cargo ports, they are considered to be of limited utility.


Ship design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.


Model Type: BIM-08-H
Vehicle Type: Heavy Freighter
Crew: 82 (10 Officers and 72 Ordinary Crew)


Vehicles:

4Light Shuttles (Light cargo and for crew emergencies)


M.D.C. By Location:Standard:Military:
[1] 12 cm Heavy Laser Cannons (2 - Front):None800 each
[1] Point Defense Particle Beams (12 or 16):100 each100 each
[1] Rail Gun / Particle Beams (12 or 16):None400 each
[1] Long Range Missile Batteries (2):None600 each
[1] Medium Range Missile Batteries (4 or 6):500 each500 each
Outer Hull (40 x 40 ft/ 12.2 m x 12.2 Area):125125
Inner Hull (40 x 20 ft/ 12.2 m x 12.2 Area):7575
[2] Bridge:8,0008,000
[3] Main Engines (2):10,000 each10,000 each
[4] Main Body:50,00050,000
[5] Force Field:10,000 (Regular)5,000 side (30,000 total)


Notes:
[1] These weapon systems are optional for standard models of the vessel although most military vessels will be armed. Military vessels will be armed with either the particle beam mounts of the combination rail gun / particle beam mounts. As well, standard models will mount a four medium range missile battery while military vessels will usually mount six. In addition, military versions add a pair of 12 cm lasers and long range missile batteries
[2] 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.
[3] Destroying the main engines means that the ship’s faster than light systems are destroyed and maximum sublight speed is reduced by half.
[4] Depleting the M.D.C. of the main body will put the merchant 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.
[5] Standard ship shields are not variable regenerate at the rate of 5% (500 M.D.C.) per melee round. Military versions carry variable shields (all could be combined in one shield) and shields regenerate at the rate of 5% (1,500 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 20 percent of the speed of light maximum due to civilian shields. Some have military class shields and can reach 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.6 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 200 mph (320 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight. The ship would likely come apart in an atmosphere and are only operated in space.
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 3.0 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about two years worth of supplies on board and a small hydroponic section for the small crew but normally does not operate for that long without resupply


Statistical Data:
Length: 5,741.47 feet (1,750.0 meters)
Height: 1,166.34 feet (355.5 meters)
Width: 1246.72 feet (380.0 meters)
Mass/ Weight: 27.01 million tons (24.5 million metric tons)
Power System: Advanced 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 22.05 million tons (20 million 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.
Market Cost: 15 Billion credits (Military versions about 18 billion and non armed version about 10 billion)


WEAPON SYSTEMS:

  1. Two (2) 12 cm Heavy Laser Cannons: Carried on military versions of the heavy merchant. These cannons are mounted in the front of the vessel. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapons have standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Both cannons may be fired as one volley.
    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
    Mega Damage: 2D6x100 MD each. Both laser cannons can be combined for 4D6x100 Mega Damage.
    Rate of Fire: Maximum of two (2) times per melee each.
    Payload: Effectively Unlimited.
  2. Twelve (12) or Sixteen (16) Point Defense Mounts: Standard versions of the vessel mount twelve standard particle beam mounts while military vessels mount sixteen. Some warships mount the same but some substitute combined mounts with a variable focus particle beam and a heavy GR-1000 Rail Gun. These second mounts are far more effective but are also more expensive. Turrets have 360 rotation and 120 degree arc of fire and can be controlled by gunners or be controlled from the bridge of the merchant ship.
    1. Standard Particle Beam Mounts: Particle beam is similar to the particle beam mounted in many Bushido Industries fighters including the Katana although uses larger components due to being far less critical as far as volume and mass. The weapon system cannot be used while the ship is traveling at faster than light velocities.
      Maximum Effective Range: 4 miles (6.4 km) through atmosphere and 200 miles (321.8 km) in space.
      Mega-Damage: 2D6x10 per blast
      Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
      Payload: Effectively Unlimited.
    2. Combination GR-1000 Rail Gun/Particle Beam Cannon Mounts: Mounted in turrets are one GR-1000 Rail Gun with a particle beam above the rail gun laser cannons. Both weapons can be fired together if the weapons are within range and both are controlled by the turret gunner.
      • GR-1000 Rail Gun (1 each mount): Very powerful rail gun mounted in turret. This is the same weapon system that is mounted in the nose of the Scorpion starfighter. Projectiles are fired from the gravity rail guns at a significant fraction of the speed of light. The weapon cannot be used while the ship is traveling at faster than light velocities.
        Maximum Effective Range: GR-1000 Rail Guns: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
        Mega Damage: GR-1000 Rail Guns: 40 round burst inflicts 4D6x10 M.D. (Combined particle beam [on heavy setting] and rail gun inflicts 8D6x10)
        Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
        Payload: 10,000 rounds (250 Bursts)
      • Variable Focus Particle Beam Mounts (1 each mount): The particle beam is 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.) The weapon cannot be used while the ship is traveling at FTL speeds.
        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 (Combined particle beam [on heavy setting] and rail gun inflicts 8D6x10).
        Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
        Payload: Effectively Unlimited.
  3. Two (2) Long Range Missile Batteries: Carried on military versions of the heavy merchant. Missiles have 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, battery, and missile. When drive goes dead, the 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 the target does not move and missile when dead at -25% to detect.) Long range missiles do not have minuses 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 missile tables for details. (Fusion long range inflicts 2D4x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per battery, per melee attack.
    Payload: 160 long range missiles each for 320 missiles total.
  4. Four (4) or Six (6) Medium Range Missile Batteries: Standard models mount one medium range missile battery while military versions mount two 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 have a range of 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 missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) missiles per battery.
    Payload: 160 medium range missiles per battery.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2012, Kitsune. All rights reserved.



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