Ross Aerospace MSC-02 “Marauder” class Light Corvette:


Ross Aerospace is best know for the “I.C.E. Hyena” light fighter, an improved version of the common mercenary fighter design. The company however decided that it wanted to branch out into developing other designs. One of these is a light corvette design featuring many of the developments that they first applied to their fighter design. The result became the “Marauder” class light corvette.


So far production of these light corvettes have been limited with the company still tooling up for full scale production. Still, the design is quite popular and has been selling quite well to mercenaries and self defense forces. It fills a niche in many ways that are filled by few other designs. There are few designs that are larger than heavy fighters / bombers yet smaller than a standard corvette.


Probably the most outstanding feature of the light corvette is the Marauder’s acceleration. Normal cruise is similar to most heavy fighters and corvettes but the craft mounts a pair of auxiliary thrusters. These are similar to the one carried on the “I.C.E. Hyena” although the thruster has twice as much fuel and can operate for up to thirty minutes before running out of fuel. With the thrusters, the top acceleration of the corvette is equal to that of the Bushido Industries Katana medium fighter.


The company does not have any research and development in faster than light drives technology. As such, the company simply purchases the drives and mounts them in the light corvette. Top speed is four light years per hour, a bit slower than those mounted in some of the most advanced heavy fighters and corvettes. Still, it is faster than most civilian craft and the equal of most Trans-Galactic Empire warships.


As with most smaller craft, power is provided by an advanced fusion plant instead of an anti-matter plant. The plant is an augmented heavy bomber fusion plant so to keep the plant more compact than a true corvette plant. The main weakness is that the fusion plant only can go ten years between refueling compared to twenty to twenty-five years for those in most corvettes.


The craft is well armored for its size class, able to take quite a bit of abuse. In addition, the vessel mounts powerful variable shields. These shields are not true corvette or destroyer class shields but are instead boosted bomber class shields. Still, the shields are able to withstand around eighty percent that of those carried on most destroyers. There are concerns that they require greater maintenance.


Weaponry is quite powerful and rivals that of larger craft in most respects. Missiles are the light corvette’s main weaponry. Most of these are carried in bays although has external hard points as well. Between them, a total of twenty-four capital missiles along with secondary ordnance. Different ordnance types can be mixed and matched as well. For bays, there are two large bays and two small bays. Each large can carry six capital missiles, twelve long range missiles, or twenty-four medium range missiles. Each of the smaller bays can carry twenty-four medium range missiles or forty-eight short range missiles. There are twelve external hard points each which can carry a single capital missile or a mixture of lighter ordnance including mini-missile pods.


Energy weaponry is also quite powerful. Main weapon is a spinal mount 12 cm laser. It is a “short” version with less range than a standard capital ship mount carried on destroyers and cruisers. The weapon draws more power than the relatively small fusion plant can provide so a high capacity capacitor. This capacitor provides up to one hundred blasts and recharges at the rate of two shots per minute. Backing these up are four lighter pulse lasers also firing forward.


For defensive batteries, a pair of GR-1000 gravity rail guns in turrets with one mounted dorsally and another ventrally. Being one of the most powerful non capital class rail gun mounts, there are extremely effective. One advantage over energy weapons is that they are effective against targets that are impervious to energy weapons. Firing 30 mm projectiles at a significant fraction of the speed of light, a total of eight thousand rounds per gun are carried four two hundred bursts. The gravity rail gun mounts have an automated fire control system so that they can track and target without crew control but can be more effective when crewed.


Full crew is twelve with the ability to carry six passengers. The ship is quite cramped although still far more comfortable than a Proctor class heavy fighter. There is a tiny twin cabin shared by the two officers and the ship has two other staterooms designed to carry eight each although five is far more comfortable. There is a small kitchen aboard as well. There is no real space for power armors and the ship has minimal cargo space. As such, it does not make an effective courier. Supplies for the crew is six months that can be stretched to nine months in emergency.


Ship design uses modified starship speeds and weapon 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 similar craft or this vessel can be changed to anti-matter.)


Model Type: MSC-02

Vehicle Type: Light Corvette

Crew: 12 (2 officers normally) - Can be operated effectively by a crew of 6

Troops / Passengers: 6 Maximum


M.D.C. By Location:

12 cm “Short” Heavy Laser Cannon (Nose):

300

Nose Laser Cannons (4):

50 each

GR-1000 Gravity Rail Gun Turrets (2, fuselage):

250 each

Large Missile Bays (2, Fuselage):

225 each

Small Missile Bays (2, Fuselage / Wing Roots):

200 each

Missile Pylons (12, on the underside of each wing):

10 each

Auxiliary Thrusters (2):

200 each

[1] Bridge:

725

[2] Main Body:

2,400

[3] Variable Force Field:

800 a side (4,800 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.

[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (240 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 50 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 1.0 percent of light per melee. Light corvette has auxiliary thrusters which can be used a maximum of 30 minutes before fuel is exhausted. On auxiliary thrusters, the craft has a maximum acceleration of 1.4 percent of light per melee maximum.

Atmospheric Propulsion: Maximum speed is Mach 2.5 (1,650 mph / 2,655 kph), can enter an atmosphere because flight system is by contra grav. When loaded down with external ordinance, corvette’s top speed in an atmosphere is Mach 2 (1,320 mph / 2,124 kph)

Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 4.0 light years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about six months years worth of supplies on board although can be stretched to nine in an emergency.


Statistical Data:

Length: 224.74 feet (68.5 meters)

Height: 33.46 feet (10.2 meters)

Width: 66.27 feet (20.2 meters) the body or 132.87 feet (40.5 meters) at the wing.

Weight: 1,250 tons (1,134.0 metric tons)

Power System: Advanced Fusion with 10 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 10 tons (9.07 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. Most of the ship’s spaces are taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: 360 Million


Weapons Systems:

  1. One (1) Nose mounted “Short” 12 cm Heavy Laser Cannon: This cannon is equal in power to the secondary guns of a Warshield cruiser with a shorter range. Mostly used against large vessels, when used against small targets (Fighters, missiles, and power armors) they have a penalty of -5 to strike. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Cannot be combined with the light pulse lasers.

  2. Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 1,600 miles (2,580 km) in space.

    Mega Damage: 2D6x100 M.D.C.

    Rate of Fire: twice (2) per melee.

    Payload: Limited to One hundred (100) shots due to heavy power draw but recharges at the rate of two (2) shot per minute.

  3. Four (4) Light Laser Cannons: These weapons are mounted in the forward end of ship and fire forward. Each gun has an arc of fire of about 30 degrees. They are not as efficient as modern laser cannons beams but are more massive than most modern laser mounts. This means that they are actual slightly more powerful and slightly longer ranged than those carried by the CAF Black Eagle. However, they are not as powerful as the rail gun mounted on the Black Eagle. As well as being able to be combined, cannons can each be fired separately. Cannot be combined with the 12 cm laser cannon.

  4. Maximum Effective Range: 6 miles (9.7 km) through atmosphere and 600 miles (966 km) in space.

    Mega-Damage: 2D4x10+10 per single blast, 4D4x10+20 per double blast, or 8D4x10+40 for a quadruple blast (Costs one attack)

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Effectively Unlimited.

  5. Two (2) GR1000 Large Gravity Rail Gun Turrets: One is mounted in a turret on the top of the corvette with the other mounted on the bottom of the vessel. Gravity rail gun are in turrets that can rotate 360 and has a 180 arc of fire. Projectiles are fired from weapon at a significant fraction of the speed of light. The weapon system cannot be used to engage targets while traveling at faster than light velocities. The gravity rail guns uses a 30 mm projectile. Weapon mount can be controlled by gunner or can operate by a pre-programmed fire control package (On automatic, mount has +2 to strike and four attacks per melee round.)

  6. Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 1,600 miles (2,580 km) in space.

    Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst (Both weapons do 8D6x10 when combined when both are in range)

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5) - (On automatic, mount has +2 to strike and four attacks per melee round.

    Payload: 8,000 Rounds (200 Bursts).

  7. Two (2) Large Missile Bays: The light corvette has two heavy missile bays. Each missile bay can carry six cruise missile, twelve long range missiles, or twenty-four medium range missiles. Each bay must carry all the same type ordnance although different bays can carry different ordnance. Cruise missiles are normally carried when on an anti-capital ship role and long 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, missiles will still 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 missile when dead at -25% to detect.) Cruise missiles have minuses to hit small targets but all missiles are all considered smart missiles.

  8. 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 (2), four (4), or six (6) missiles.

    Payload: six (6) cruise missiles, twelve (12) long range missiles, or twenty-four (24) medium range missiles per missile bay (Maximum of 12 cruise missiles, 24 long range missiles, or 48 medium range missiles)

  9. Two (2) Small Missile Bays: In the fuselage of the corvette are two small range missile bays mounted along the “wing roots”. Each bay has the ability to carry twenty-four medium range missiles or forty-eight two short range missiles. Weapon system is used for hitting enemy robots, fighters, and long range and cruise missiles. 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. Short Range Missiles have a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn. Weapon system can be used on multiple targets.

  10. 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 and Short Range Missiles range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.

    Mega-Damage: Varies with medium or short 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), twelve (12), or twenty-four (24) missiles.

    Payload: 24 medium range missiles or 48 short range missiles per bay (Maximum of 48 medium range missiles or 96 short range missiles.

  11. Twelve (12) Missile Pylons: On the underbelly of the corvette are twelve missile racks that allows the corvette to carry one cruise missile or two long range missiles. The corvette has six hard points on each wing. 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 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.) 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 starships (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. Missiles can be launched on multiple targets simultaneously.

  12. 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 and 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 (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 (2), three (3), or four (4) missiles.

    Payload: One (1) Cruise Missile or two (2) Long Range Missiles per Pylon (Maximum of 12 cruise missiles or 24 long range missiles)



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2013, Kitsune. All rights reserved.



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