LAC-2 Reaper Class Corvette (REF Three Galaxies):


While this ship is called a Corvette, the ships firepower is beyond that imaginable for any ship the size of a Corvette. The ship is physically larger than Fighters and Bombers yet is smaller than Destroyers and Frigates within the Three Galaxies.


This ship sacrifices virtually everything that can be sacrificed to increase the ships combat capabilities. These sacrifices include internal space for the crew, reduction of endurance, reduction of supplies, no fighters or power armors, almost no cargo capacity, and ammo for cruise missile launchers.


The ship is constructed of modular components. This saves space on board the ship and make replacement of components far quicker. The problem is that crew repair while in space are more difficult because systems are harder to access from the interior of the ship. To compensate for this, the starship has a sophisticated system reroute system and a micro repair systems that uses thousands of tiny robots to do repairs.


The ship armor is stronger than those on many larger ships because the hull is made out of the same high density armor that Glitterboys are constructed out of. This armor also makes the ship endure half the damage from laser weaponry that most ships will. This armor is in special sandwich layers that every layer is a slightly different composition that means that variable frequency lasers will have to change their setting every layer that the weapon penetrates. The ship has powerful defensive shields as well.


The ship is heavily armed. The ship is built around a Syncro Cannon that has an extended range in space. To support this weapon, the ship carries 2 laser cannons that are heavy enough to damage capital ships yet have a higher rate of fire than most capital weapons. The ship has good point defense. Outer point defense is covered by two medium range missile launchers. Middle point defense is covered by three point defense particle beam cannons, and inner point defense is covered by two tachyon scatter beams. The ships long range firepower is limited but still effective. The ship carries a single cruise missile launcher that can fire rapidly. The REF has developed special software similar to New Coventry that allows them to combine multiple shots into one volley. This allows the ship to get off up to 7 missiles in one melee. The ship also carries two pepperbox launchers (See The description of the launcher for details.) When the systems are combined, the ship can fire up to 13 missiles in one volley.


The ship is designed to operate in an atmosphere as well as is space and is built into an airframe design. The ship has power engines allowing it to be almost as fast as a starfighter in both space and the atmosphere. The ship is so maneuverable, the skill starfighter combat is used for piloting the ship in combat. The ship is also designed to be able to land like an aircraft. The REF has designed a short range fold drive for FTL propulsion. This was done by using information gained from studying the FTL Propulsion of the UFO intruder ships and combine it wiith current REF Technology.


The ship was designed with stealth in mind along with firepower, protection, and speed. The hull of the ship is covered by as special chameleon system that changes the ships appearance to its surroundings. The ship has a shadow cloaking device that is a larger model to those that are fitted on standard shadowfighters.


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


Author Note: This starship was designed for a game that the other people involved in the game universe were Munchkin in nature. This starship, while the author would like to believe is not a Twinkie, is still very powerful and if a Game Master wished to use this ship, they may want to tone down the main weapon of this ship.


Vehicle Type: LAC-2
Class: Light Attack Craft/Assault Corvette
Crew: 14, can fit an additional 2 people but ship is already cramped.
Vehicle Compliment: None


M.D.C. by location:

Syncro Cannon (Nose):800
Medium Lasers (2, Outer Wings):600 each
Point Defense Particle Beams (3, wings and fuselage):300 each
Tachyon Scatter Beams (2, Top and Bottom):250 each
Cruise Missile Launcher (Middle bottom):800
Medium Range Missile Launchers (2, Top and Bottom):500 each
[1] Bridge/Cockpit:600
[2] Main Body:4,000
[3] Variable Force Field:1,200 a side (7,200 Total)


Notes:
[1] 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 bridges 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.
[2] Depleting the M.D.C. of the main body will put the corvette out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. Note: Ships hull is constructed out of the same material as a Glitterboy, and ship takes half damage from lasers. Each layer of armor is 100 M.D.C. A variable laser weapon must be reset every 100 M.D.C. or it will only do half damage. If a laser does enough damage to damage the next layer, it will only do half damage to the next layer if set to do full damage to the layer above.
[4] Shield positions are variable and can be combined into one shield. The shields regenerate at a rate of 5% (360 M.D.C. total) per melee round.


Speed:
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. The Corvette can accelerate/decelerate at the rate of 1.2 percent of light per melee.
Atmospheric Propulsion: Can use Contra Grav engine to reach up to Mach 10 with high maneuverability.
Underwater Propulsion: Although it is not intended for underwater use, the ship can operate underwater. Maximum speed is 100 mph (160 km/h)
Stardrive: Has a special Micro-Fold Drive that allows ship to fold up 10 light years in a period of six minutes. The drive is limited to being active for six minutes at a time. In deep space, such a between galaxies, the drive covers space five times faster and can cover 50 light years at one time. Engine can only do this once per hour. Instead of this, the ship can make up to ten combat folds per hour. The ship can do one fold per melee. These folds are limited to 30 light seconds (5,588,472 miles / 8991883.74 km) but each one reduces long range folding by one light year.
Fold drive does not work deep in a gravity well (Gravity wells interfere with fold drives).
Maximum Range: Effectively Unlimited by power systems and life support. Carries nine months of supplies that could be stretched to twelve in an emergency.


Statistical Data:
Length: 218 feet (66.4 meters)
Width: 135 feet (41.1 meters)
Height: 60 feet (18.3 meters)
Weight: 2,100 tons
Power System: Anti-Matter with a 10 year life and has a small Reflex Heat Pile System to power protoculture systems. The anti-matter is stored in a fourth dimensional location which removes the vulnerability of the power system from critical hits to it.
Cargo: Tiny cargo hold that can carry up to 10 tons worth of materials
Market Cost: Never been sold, would cost around 785 million Credits to build.


Weapon Systems:

  1. Syncro Cannon: Main weapon of the ship. The ship is effectively built around this weapon. This weapon is virtually identical to a standard syncro cannon but with an extended range. Cannon makes a beam 50 ft (15.2 meters) wide. The weapon only has about a ten degree arc of fire. The system is a miniaturized version of the reflex cannons carried on much larger craft such as the SDF-4. Authors Note: Some Game Masters may consider this weapon to powerful, for those groups, I would recommend lowering weapon damage to 6D6x1000
    Mega-Damage: Normally destroys all targets within beam. Weapon inflicts 1D6x100,000 M.D.C. to huge target that are unable to be destroyed by one shot and will create a crater a planet that is 2D6x10 feet deep and eight times as wide.
    Maximum Effective Range: 1,000,000 feet (304.8 km) in space and 10,000 feet (3,048 meters) in an atmosphere.
    Rate of Fire: Cannon can fire twice per melee.
    Payload: Effectively Unlimited.
  2. Medium Laser Cannons (2): Mounted under Fuselage/Wings near front end of wings and are fixed forward.. Both Medium Laser Cannons can be linked.. They cannot be used faster than the speed of light. Weapons system when used hit fighters and small targets have no minuses to hit due to sophisticated fire control
    Maximum Effective Range: 10,000 miles (16,100 km) in space, range is 20 miles (32.2 km) in an atmosphere
    Mega Damage: 1D6x100 M.D.C. each (2D6x100 M.D.C. for both combined)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  3. Three (3) Point Defense Particle Beams in Ball Turrets: Two are mounted on the top of the wings and one is Mounted on the bottom of the fuselage and are used for anti-missile, anti-power armor, and anti-starfighter. They cannot be used faster than the speed of light. Weapons system has no minuses to hit fighters and small targets and can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).
    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.
  4. Two (2) Point Defense Tachyon Scatter Beams: Mounted on top and bottom of the body of the starship. The main purpose of this system is as an anti-missile point defense. They do this by firing a wide blast that affects all targets in a cone that can destroy whole volleys of missiles before the strike the ship (Roll once against a volley and unless the missiles roll to dodge greater than strike roll, they are all destroyed.) The stream lasts for significant fraction of a second and missiles tend to run into the stream (Gives +4 bonus vs fast moving targets such as missiles.) This system has an interesting property that the system can actually be used at FTL speeds because Tachyons travel faster than the speed of light. Each Tachyon Scatter Beam is in a turret that can rotate 360 and has a 180 arc of fire.
    Maximum Effective Range: 99.4 miles (160 km) with a width of 12.4 miles (20 km), range and width is one sixteenth in an atmosphere.
    Mega Damage: 2D4x10 M.D.C. each.
    Rate of Fire: Maximum of four (4) times per melee each.
    Payload: Effectively Unlimited.
  5. One (1) Cruise Missile Launchers: Mounted under the primary hull. Missile has 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.) Whether weapons can be shot down is calculated from the speed of target, launcher, 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.) Cruise missiles have minuses to hit small targets but are all considered smart missiles. While missile are only launched at the rate of one at a time, the ships computer has special software that allows all the missile to hit a target at the same time for the purpose to make point defense of a target is more easily overwhelmed. This is done by slowing down the acceleration of missile and by setting some for delayed activation and target must be a least 30 seconds away. Missile are then considered to only have an acceleration of 5% of light for the first turn. These launchers can also be combined with pepper box launchers.
    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.
    Mega-Damage & Properties: See revised Phase World missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)
    Rate of Fire:One cruise missile per melee attack (special software allows 4 to 8 missile to be launched as one volley depending on gunners hand to hand attacks).
    Payload: 25 cruise missiles total (4 Anti-Matter, 8 X-Ray Laser Heads, 2 Protoculture, 6 Gravity Well, 4 Decoys, and 2 Probes).
  6. Two (2) Medium Range Missile Launchers: One above hull between wings, on in front of underside point defense particle beam turret. Like other Phase world systems, weapon system range and speed has been increased. Missile range is 1000 times normal in space and double normal range in an atmosphere. Missile has 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.
    Mega-Damage: Varies with medium range missile type (See revised Phase World missile tables for details. )
    Maximum Effective Range: 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.
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) missiles per launcher.
    Payload: 80 per launcher for a total of 160 medium range missiles
  7. Micro-Repair System: The starship has about ten thousand tiny robots to do repairs. It can repair system damage or hull damage. It repairs system damage by repairing and replacing component, wave guides, and wire runs. It repairs hull damage by first stabilizing he damage (repairs about half of damage), then by using on-board storage (carries 500 M.D.C. of materials), and finally by scavenging from objects around it. When stabilizing hull or using on board storage, M.D.C. is repaired at the rate of 100 M.D.C. per hour, but when micro-robots are scavenging, repair rate is limited to 25 M.D.C. per hour or less based on the availability of supplies.


Sensor/Computer/Stealth Systems of Note: Starship has the best sensors available for a starship of its size and even without Shadow Cloaking device and hull mask, starship cannot be detected at more than that 500,000 miles without military class sensors.




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Image drawn and copyrighted by Roman Kochnev (r_kochnev@hotmail.com) .

More Roman Kochnev artwork at The Science Fiction Art and Design Portfolio of Roman Kochnev


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1998, 1999, & 2008, Kitsune. All rights reserved.



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