Aurora Princess Class Liner:
Because of the long period of time involved in travel between systems, liners are necessary for travel for any distance of importance. Unfortunately, because pirates will attacked unarmed ships, there is a need to arm transports. The Aurora Princess class liner was designed for both long range travel, comfortable living spaces, and defense enough to stop most pirates or at least make it not worth a pirates effort. Unlike military ships, these ships are designed to be beautiful ships as well. This includes external hull and all interior features. These ships serve for both transport between system and for luxury cruises. The ships will sometimes carry some light cargo in addition to the passengers but most often the ship is only used to carry mail to the systems that it is also servicing.
The ship can carry up to one thousand passengers with one hundred luxury staterooms. The remaining passenger staterooms are smaller double occupancy cabins. Each stateroom has holographics video and staterooms can be set for individual gravity and atmosphere. Luxury staterooms also have hot tubs and several extra luxuries. The ships also have ten restaurants, four casino areas, ten holo- that ers, two stages for live entertainment, and four exercise areas. Each exercise area has state of the art facilities including swimming pools and virtually all amenities. The ships have many forms of entertainment including holographics. The ship has eight shuttles to transport the ships passengers. The crew quarters are not as spacious as the passenger areas except for the captains cabin. The crew have their own dining facilities, exercise areas, and entertainment. While not as good as they are for the passengers, they are still of good quality, better than most cargo vessels and military ships.
The ships are fast at both FTL speeds and at sublight speeds. At four and a half light years per hour, the ship can actually outrun many pirate ships and outguns many of the ships that it cannot outrun. These ships can also land on a planet if necessary. Because defense is an important feature, the ships are quite heavily armed for civilian vessel. The vessel's defenses are based on stopping pirates and not for the ship to enter battle. The ships carry military class variable defense shields and have light armor. For weaponry, the ships two 12 cm heavy anti-ship laser cannons, twelve defense particle beams, two long range missile batteries, and eight mini missile batteries. Over six hundred long range missiles and three thousand mini-missiles are carried. Weapon systems are similar to those carried on Consortium Warships. Unlike most warships, no rail gun mounts are carried. Always best to avoid combat and these ships carry excellent military class sensors. The ships also has provisions to carry four light fighters to protect the ship but few ships of this class have ever carried fighters.
Aurora class liners are also the basis for the Consortium Armed Forces Baldwin class troop transports and Gabriel class Hospital ships. Both the Baldwin class and the Gabriel class have the same crew as the liner not including ship stewards. As one might expect, much of decoration of the liners is not part of the design. This includes crew compartments. The Baldwin class troop transport can carry a total of four thousand troops. The Gabriel class Hospital ship has ten state of the art operation rooms, advanced regeneration equipment, cloning banks for replacement limbs and organs, two thousand medical beds, and four hundred stasis chambers. The ship has a total of five medical personnel to support the medical facilities.
This ship design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.
|Model Type:||LYL-46||Aurora Princess class star liner|
|LYL-46T||Baldwin class Troop Transports|
|LYL-46H||Gabriel class Hospital Ships|
|Crew:||LYL-46||140 (15 Officers and 125 Enlisted Crew) with 180 Ships Stewards|
|LYL-46T||140 (15 Officers and 125 Enlisted Crew)|
|LYL-46H||140 (15 Officers and 125 Enlisted Crew) with 500 Medical Personnel|
|LYL-46H||2,000 Medical Bed / 400 Stasis Chambers|
|4||SF-69 CAF Scorpion Star Interceptor (Provision for, Generally not carried)|
M.D.C. By Location:
|12 cm Laser Cannons (2, top and bottom):||800 each|
|Point Defense Particle Beam Turrets (12):||150 each|
|Long Range Missile Batteries (2):||500 each|
|Mini-Missile Batteries (8):||100 each|
|Outer Hull (40 x 40 ft/ 12.2 m x 12.2 Area):||150|
|Inner Hull (40 x 20 ft/ 12.2 m x 12.2 Area):||100|
| Main Engines (2):||12,000 each|
| Main Body:||50,000|
| Variable Force Field:||4,000 a side (24,000 Total)|
 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 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.
 Destroying the main engines means that the ship’s faster than light systems are destroyed and maximum sublight speed is reduced by half.
 Depleting the M.D.C. of the main body will put the liner out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
 Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,200 M.D.C.) per melee round.
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 0.8 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 300 mph (480 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 two years worth of supplies on board.
Length: 800 feet (243.8 meters)
Height: 230 feet (70.1 meters)
Width: 420 feet (128 meters)
Weight: 220,000 Tons (200,000 metric tons)
Power System: Advanced Fusion with a 25 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 20,000 tons (18,150 metric tons) of cargo in addition to standard compliment of supplies and ammunition. These cargo spaces are used for both passengers' luggage/cargo and to carry contracted cargo or mail.
Market Cost: 3.3 billion credits including luxuries. The ship would cost 1.3 without luxuries. (Hospital ships cost 4.0 billion credit.) Does not include fighter compliment.
- Two (2) 12 cm Heavy Laser Cannons: This is the ships main battery. The cannons are capable of destroying frigates and destroyers. They are also capable of damaging larger ships. All the 12 cm laser cannons on a side may be combined as one attack or used separately. They cannot be used faster than the speed of light. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Up to two may be fired as one volley. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
- Twelve (12) 25 mm Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense. Each particle beam mount can rotate 360 and has a 180 arc of fire. These weapon systems cannot be used to engage targets while traveling at faster than light velocities.
- Two (2) Long Range Missile Batteries: 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, battery, 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 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.
- Eight (8) Mini-Missile Batteries: These are missile turrets used for point defense against enemy fighters and missiles. 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.) Batteries can launch on multiple targets each at the same time.
Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
Mega Damage: 2D6x100 M.D.C. each. Two laser cannons can be combined for 4D6x100 Mega Damage.
Rate of Fire: Maximum of two (2) times per melee each.
Payload: Effectively Unlimited.
Maximum Effective Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.
Mega Damage: 3D6x10 M.D.C. each.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Effectively Unlimited.
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 warheads inflict 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) per battery, per melee attack.
Payload: 640 total, 320 long range missiles per battery.
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 four (4) or eight (8) missiles per battery, per melee attack.
Payload: 128 per battery for a total of 1,024 mini-missiles. Cargo hold has an additional 2,048 mini-missile. Reloading batteries from cargo hold takes 1D6 minutes.
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Writeup by Kitsune (E-Mail Kitsune).
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