Bushido Industries Taiyo (Great Hawk) Assault Shuttle:


Bushido Industries is well known for their excellent starship and starfighter designs and the executives decided that they would attempt to market an assault shuttle design. One of the hopes is that the Consortium Armed Forces would choose the design to replace or supplement the standard CAF Assault Shuttle. While the Great Hawk has many advantages over the standard assault shuttle, there seems to be little interest in the Taiyo from the Consortium Military. While intended sales have not been successful, several other groups have shown an interest. This has included the Human Alliance, the Wolfen Militaries, several planets within the Consortium of Civilized with independent defense forces, and even several mercenary companies. Bushido Industries has just begun construction to fill orders for the design and is considering allowing licenced production by other interested parties.


The differences of the Great Hawk shuttle compared to the standard assault shuttle begin with the outward appearance. Assault shuttles are often required to operate within an atmosphere and the Taiyo is designed aerodynamically to reduce drag while operating within an atmosphere. The shuttle has a large rear loading door similar to many late Twentieth Century military cargo aircraft. The cargo compartment was designed to be able to carry the same load as could be carried in the CAF Standard Assault Shuttle. The shuttle is outfitted with powerful engines which enable it to make rapid assaults and escapes from the planet. Like most assault shuttles, the Great Hawk is powered by a fusion reactor instead of an anti-matter power supply. Fuel supply on the shuttle is limited but it is assumed that most shuttles will be destroyed before running out of fuel if used in multiple assaults during their lifespan. The shuttle also does not carry any faster than light drive and is dependent on a larger vessel carrying it. The shuttle is heavily armed and carries shields equal to a large starfighter and can withstand a large amount of damage. Most of the weapon systems are standard systems carried on Bushido Industries' fighter designs.


An interesting feature of the Taiyo is the escape system. The pilot's compartment is a completely independent ship which can be detached through the use of explosive bolts. The pilot, co-pilot, and communication/sensor officer all are located within the crew compartment. It has an independent fusion reactor and propulsion system. While slower and less agile than most starfighter, in many cases it is adequate to get most of the crew to safety. The escape system also carries some of the systems weapon systems including a particle beam cannon, two weapon mounts, and four missile hard points. The crew compartment has a backup force field which is equal to that carried on the Tanto class light starfighter. These shields cannot be activated until the compartment has ejected and would interfere with the main shields if they could be activated while still attached to the main body. The compartment acts much like a fighter and can be piloted using the skills of Pilot Starfighter and Starfighter Combat (normally basic)


The troop compartment was designed for emergencies as well. If the pilot's compartment is destroyed or ejected, the troop compartment (if intact) will make a fast drop to earth using anti-gravity systems to keep passengers from being killed. The main shields and power supply are carried in the main section and will operate on automatic unless damaged. While the main engines are also part of the troop compartment, they will not operate without flight control from the pilot compartment. The troop compartment also has three gunners which each one operates a turret that mount a combined variable width particle beam and powerful gravity rail gun. One turret is mounted on the rear the shuttle troop compartment and the other two are mounted on the top and bottom. The troop compartment also carries an additional eight missile hard points with four to either side but these missiles are controlled from the main flight compartment.


This shuttle design uses modified starship speed and ranges. See Revised Starship Rules for Phase World for more details.


(Note: The power system is fusion not anti-matter because the author's opinion is that anti-matter is too dangerous to be used in vehicles that may be used in an atmosphere. If a starship powered by anti-matter was to detonate in an atmosphere it would cause huge planetary damage. At GM option, this can also be applied to all starfighters and shuttles or this shuttle can be changed to anti-matter.)


Model: BIS-12
Vehicle Type: Heavy Assault Shuttle
Crew: 6 (Pilot, Copilot, Communication/Sensor Operator, and three Gunners). The pilot, copilot, and sensor operator are located in the crew compartment and the gunners are located in turrets with the main body / troop compartment.


Troops / Vehicles: Up to 500 tons (450 metric tons). This only lists two common troop loads, there are many other possible combinations.
Vehicle & Troops:

8Tanks or APCs (up to 50 ft long)
100Troops in Body Armor (75 if in Power Armor)
Troops Only:
300Troops in Body Armor (225 if in Power Armor)


M.D.C. by location:

Pilots Compartment / Escape Craft:
Weapon Pods (2, Underside):300
Missile Pylons (4, on the Underside):10 each
[1] Main Body:600
Cockpit:250
[2] Variable Force Field (Emergency Only):200 per side (1,200 total)
Main Body / Troop Compartment:
Combined GR-1000 Rail Gun / Particle Beam Turrets (3):400 each
Missile Pylons (8, sides of shuttle):10 each
Rear Door Ramp:400
Landing Gear (3):100 each
[1] Main Body:2,000
[2] Variable Force Field:400 per side (2,400 total)


Notes:
[1] Depleting the M.D.C. of the main body of either section will put that section of shuttle out of commission. All internal systems will shut down, including life support and internal gravity. The component itself will be an unsalvageable floating wreck if in space and will crash to the planet if within the atmosphere.
[2] The ship has two shield systems. The main shields which protect the ship normally and the emergency shields for the escape compartment which can only be used after the compartment detaches. The Shields positions can be varied and all could be combined in one shield. The Shields regenerate at the rate of 5% per melee with main shields regenerating 120 M.D.C. per melee and emergency shields regenerating at the rate of 60 M.D.C. per melee.


Speed:
Driving on the Ground: Not Possible.
Sublight: The main ship 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 0.8 percent of light per melee. If the emergency compartment is detached, it is limited to 40 percent of the speed of light but can accelerate/decelerate at the rate of 1.0 percent of light per melee. The troop compartment cannot fly effectively when the cockpit / emergency compartment has been detached.
Atmospheric Propulsion: Maximum cruise speed of the full shuttle is Mach 2.5 (1,853.6 mph / 2,983.1 kph), can enter and leave an atmosphere because flight system is by contra grav. The emergency compartment is quite a bit faster by itself and has a maximum cruise speed of Mach 4.0 (2965.8 mph/ 4,773 kph) and is also trans-atmospheric. The troop compartment cannot fly effectively when the cockpit / emergency compartment has been detached.
Maximum Range: Effectively Unlimited by Drive system but is limited by supplies. The Troop Compartment carries the bulk of the supplies and has supplies for crew members and troops for about four months (Emergency rations). When detached, the crew compartment only has supplies for crew for two weeks.


Statistical Data:
Length: Main Body and Escape Craft Combined: 255 feet (77.7 meters), Main Body Only: 210 feet (60 meters), Escape Craft Only: 45 feet (13.7 meters)
Height: Main Body: 65 feet (19.8 meters), Escape Craft Only: 12 feet (3.7 meters)
Width: Main Body: 120 feet (36.6 meters), Escape Craft Only: 40 feet (12.2 meters)
Weight: Main Body: 1250 tons (1134.0 metric tons), Escape Craft Only: 22 tons (20 metric tons)
Power System: Main Body: Advanced Fusion with 10 year life span. Escape Craft Only: Advanced Fusion with 6 month life span.
Cargo: Main Body: The Large troop compartment can carry 500 tons (450 metric tons) when no carrying vehicles or troops. The troop compartment cargo hold is 40 x 40 x 100 feet in dimensions (12.2 x 12.2 x 30.4 meters) and is double decked. The shuttle also has storage for equipment and weapons for troops. Escape Craft Only: Minimal Storage Space, place for 3 sets of body armor, 3 combat rifles, 3 handguns, 3 survival kit, signal flares, and emergency food rations.
Market Cost: 180 million for a Taiyo Assault Shuttle with new weapon systems.


WEAPON SYSTEMS:

  1. Escape Craft Section: All weapon systems are normally controlled by either the pilot or co-pilot and are mounted to fire forward. Missiles may be controlled by the weapon/sensor operator. All weapon systems can be used while the section is attached to the ship and when detached.
    1. Particle Beam Cannon: This cannon is identical to the cannon that is carried in Bushido Industries Katana fighter and inflicts impressive damage. Like the Katana fighter, the cannon is protected by the ship’s hull and is not considered destroyed until the sections main body is destroyed. The weaknesses of this cannon are larger compensated for by the use of weapon pods.
      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 Pilot or Co-Pilot (usually 4 or 5).
      Payload: Effectively Unlimited
    2. Weapon Pod (2): The escape compartment can carry two special purpose weapon pods. They are identical to those carried by the Katana starfighter and are attached near the centerline on the underside of the escape craft. Like the pods on the Katana, the pod can be changed or interchanged within 10 minutes by a capable service crew that is familiar with the craft. Crews that are no familiar with the Taiyo, Katana, or other Bushido Industries' ships or fighters may require an additional 2D4 minutes. Plasma cannons are among the most common pods carried on the Taiyo.
      1. Anti-Starfighter Weapon Pod: This pod combines a medium range missile launcher and a powerful gravity rail gun. Along with Fighters, It is also useful for use against Robots and Power Armors. The rail gun is very powerful but is short ranged. Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Normally used for anti-fighter and point defense. Medium range missiles can be launched on multiple targets simultaneously.
        Maximum Effective Range: Gravity Rail Gun: 2 miles (3.2 km) through an atmosphere and 100 miles (161 km) in space. Medium Range Missiles: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
        Mega-Damage: Gravity Rail Gun: 3D6x10 per 40 round burst. Medium Range Missiles: varies with medium range missile type (See revised Phase World missile tables for details.)
        Rate of Fire: Gravity Rail Gun: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5). Medium Range Missiles: Can fire missiles one at a time or in volleys of two (2), three (3), or four (4) missiles.
        Payload: Gravity Rail Gun: 8,000 rounds (200 bursts). Medium Range Missiles: 16 medium range missiles.
      2. Cruise Missile and Laser Pod: A mount that carries two cruise missiles and a light laser to backup the internal particle beam. Cruise Missiles have 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.) Cruise missiles can be launched on multiple targets simultaneously. Cruise missiles have minuses to hit small targets but are all considered smart missiles. Whether weapons can be shot down is calculated from the speed of target, launcher, 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 starships (Great for hitting bases and planets because target does not move and missile when dead are at -25% to detect.)
        Maximum Effective Range: Cruise Missiles: 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. Light Laser: 1 miles (1.6 km) through an atmosphere and 100 miles (161 km) in space.
        Mega-Damage: Cruise Missiles: See revised Phase World missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.) Light Laser: 6D6 per blast.
        Rate of Fire: Cruise Missiles: Can fire missiles one at a time or in volleys of two. Light Laser: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
        Payload: Cruise Missiles: 2 Cruise Missiles. Light Laser: Effectively Unlimited
      3. Mini-Missile Pod: This is a pack of min missiles that can be used against ground targets, infantry, and against starships. The missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Mini-Missiles in Phase World are normally guided.
        Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
        Mega-Damage: Varies with mini-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 twelve (12) missiles.
        Payload: 48 mini-missiles
      4. Plasma Ejector Pod: A very heavy weapon that fired superheated plasma. It is a very destructive weapon but limited in the rate of fire and is short ranged. The Ejector Pod is capable against tanks, Giant robots, and large starships.
        Maximum Effective Range: 25 miles (40 km) in space and 1,200 feet (326 meters) in an atmosphere.
        Mega-Damage: 1D4x100 M.D. per cannon.
        Rate of Fire: Twice per melee each (each shot counts as two melee attacks, even when linked together).
        Payload: Effectively Unlimited.
    3. Missile Pylons (4): On the underbelly of the escape section are four missile racks that allow the craft to carry one cruise missile, two long range missiles, or four medium range missiles. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. Cruise missile are normally carried when on an anti-capital ship role and long and medium range missiles when fighting other starfighters. Cruise Missiles have 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.) Long Range 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.) Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Whether weapons can be shot down is calculated from the speed of target, launcher, 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 starships (Great for hitting bases and planets because the target does not move and the missile when dead is at -25% to detect.) Cruise missiles have minuses to hit small targets but are all considered smart missiles. Missiles can be launched on multiple targets simultaneously.
      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, 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, and 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 & Properties: See revised Phase World missile tables for details (Cruise Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)
      Rate of Fire: Can fire missiles one at a time or in volleys of two, three, or four missiles.
      Payload: 1 Cruise Missile, 2 Long Range Missiles, or 4 Medium Range Missiles per Pylon.
  2. Main Body / Troop Compartment: All turret weapons are fired by gunners located next to turrets and can still be operated
    1. Combination GR-1000 Rail Gun/Particle Beam Cannons Ball Turret (3): Mounted in turrets is one GR-1000 Rail Gun with a particle beam above the rail gun laser cannons. One mount is located on the rear of the shuttle about the cargo door and one is located on the top and bottom of the shuttle. Turrets are the main defensive weapons of the shuttle and they inflict a huge amount of damage. Both weapons can be fired together if the weapons are within range and both are controlled by the turret gunner. Turrets have 360 rotation and a 120 degree arc of fire.
      • GR-1000 Rail Gun (1 each): Very powerful rail gun mounted in a turret. This is the same weapon system that is mounted in the nose of the Scorpion starfighter. 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) each mount
      • Variable Focus Particle Beam Mounts (1 each): 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 faster than light velocities.
        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.
    2. Missile Pylons (8): On the sides of the shuttle are eight missile racks that allow the craft to carry one cruise missile, two long range missiles, or four medium range missiles each. Missile launchers are controlled from the cockpit and cannot be used if the emergency escape section is detached or destroyed. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. Cruise missile are normally carried when on an anti-capital ship role and long and medium range missiles when fighting other starfighters. Cruise Missiles have 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.) Long Range 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). Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Whether weapons can be shot down is calculated from the speed of target, launcher, 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 starships (Great for hitting bases and planets because the target does not move and the missile when dead is at -25% to detect.) Cruise missiles have minuses to hit small targets but are all considered smart missiles. Missiles can be launched on multiple targets simultaneously.
      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, 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, and Medium Range Missiles 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 & Properties: See revised Phase World missile tables for details (Cruise Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)
      Rate of Fire: Can fire missiles one at a time or in volleys of two, three, or four missiles.
      Payload: 1 Cruise Missile, 2 Long Range Missiles, or 4 Medium Range Missiles per Pylon.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2001, Kitsune. All rights reserved.



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