Serafina converted Scout Ship:


The Serafina is a converted military scout ship of the same class as the "Stick in Your Eye." It is believed by most sources that both ships are of a Kreeghor / Trans-Galactic design although they are not a standard design. A likely explanation of the vessel is that it was designed by a Warlord as a patrol or customs vessels. The normal ship design appears to be better suited to dealing with small craft than a Berserker class frigate. There are only a handful of these ships know to exist. For their size, these ship are extremely effective and the Serafina is even better equipped than an unmodified vessel. The Serafina has been through the hands of multiple captains and multiple names with the name Serafina being but the last name the ship has been under. It is even believed that the ship has found its way into the hands of pirates. Most of the time the ship has performed the role of long range scout and high speed transport.


In basic configuration, the Serafina is identical to the "Stick in Your Eye." The ship has a needle like profile broken up by a the crew and cargo compartment which is round and teardrop shaped. The ship also has twin Contra-Grav engines on either side of the hull which look much like horns. Externally, that is the biggest clue that the ship is of Kreeghor origin. Like the "Stick in Your Eye," the Serafina has the ability to carry a fairly small amount of cargo and when acting as a cargo vessel, it normally takes only extremely valuable cargos. Due to the firepower and speed of the vessel, only an extremely brave pirate will go after the ships. The Serafina actually has reduced cargo space when compared to "Stick in Your Eye" due to the additional weaponry and other equipment carried.


The Serafina has been greatly upgraded by her captains and crews over the years. The engines in the original model are retained and maximum acceleration is the same as the standard Berserker class frigate although faster than light speed is greater than the main Kreeghor frigate design. Still, it is not quite as fast as some of the faster fighters in normal space and there are a few faster vessels in Faster than Light travel. The ship also mounts a phase gate system. Like most ships it size and smaller, the ship uses a fusion reactor instead of anti-matter although some sources have a misprint about the "Stick in Your Eye" and list it as having an anti-matter power plant. Shields of the Serafina have been replaced by shields which are twice as strong as the original designs. In some cases, the armor over exposed locations is increased although the basic armor is as built. The vessel's electronics, including stealth and sensor systems carried, are as advanced as any carried on modern Confederation vessels.


For weaponry, the main laser batteries and the long range missile launchers have been retained from the original design although missile payload has been increased. The laser cannons are capital scale weapons and make the ship able to engage larger capital ships with some home of success. The gravity rail guns mounted on the design have been upgraded to larger models and the ship mounts the rail gun in a turret instead of being fixed on the nose of the ship. The mini-missile launchers are also replaced with what are considered more effective weaponry. Instead a pair of medium range missile launchers and a pair of variable focus particle beams are carried. The particle beams are identical to those carried on the Consortium Assault Shuttle. The medium range missile launchers are identical to those carried on the standard merchantman although the vessel carries a larger payload per launcher.


The ship has a total of ten cabins. Two cabins are designed for a single crew member and act as the captain and first officer's staterooms. The other eight quarters are designed for two crew each. The vessel require a total crew of nine which allows each crew to have their own stateroom when no carrying passengers. The ship can carry potentially up to eleven additional passengers although normally limited to ten so that crew and passengers do not have to share quarters. Quarters are comfortable but not incredibly luxurious. There are no provisions for fighters although light power armors can be potentially carried. The ship carries no shuttles and is designed to make planetary landings.


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 to 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 or this fighter can be changed to anti-matter.)


Model Type: SIYE-19
Vehicle Type: Converted Scout/Patrol Corvette
Crew: Nine, plus up to eleven additional crew or passenger


M.D.C. By Location:

10 cm Medium Laser Cannons (2, nose):500 each
GR-1000 Gravity Rail Gun Turret (1):400
Variable Focus Point Defense Particle Beam Cannons (2):300 each
Long Range Missile Launcher (1, underside):500
Medium Range Missile Batteries (2, sides):300 each
Outer Hull (40 x 40 ft/ 12.2 m x 12.2 Area):100
Inner Hull (40 x 20 ft/ 12.2 m x 12.2 Area):75
[1] Bridge:1,000
[2] Main Engines (2, sides):1,000 each
[3] Main Body:4,000
[4] Variable Force Field:400 a side (2,400 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 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.
[2] Destroying the one of the main engines reduces acceleration and faster than light speed by half. Destruction of both engines means that the ship is limited to maneuvering thrusters only (Reduce acceleration to 10% of normal)
[3] Depleting the M.D.C. of the main body will put the vessel out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (120 M.D.C.)


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 0.9 percent of light per melee.
Atmospheric Propulsion: Maximum speed is Mach 2.5 (1,675 mph/2,700 kph).
Stardrive: Uses a Contra-Grav system that allows the ship to reach a maximum of 5 light years per hour. Also has a Phase Gate system to jump to phase world.
Maximum Range: Effectively Unlimited by either Drive system. Ship carries on year of supplies onboard (which can be stretched to two years in emergency)


Statistical Data:
Length: 200 feet (61 meters)
Height: 42 feet (12.8 meters)
Width: 45 feet (13.7 meters) for main hulls and 84 feet (25.6 meters) with engine pods.
Weight: 845 Tons (766.6 metric tons) fully loaded.
Power System: Advanced Fusion with a average life span of 40 years. The ship normally only goes 10 years between refueling and refitting.
Cargo: Can carry up to 80 tons (72.6 metric tons). Cargo hold is 30 feet (9.1 meter) high, 30 feet (9.1 meter) wide, and 40 feet (12.2 meter) long. Each ordinary crew member has a small locker for personal items and uniforms. ship’s officers (Captain and Chief Mate) have more space for personal items.
Market Cost: 250 million credits with new weapon systems.


WEAPON SYSTEMS:

  1. Two (2) 10 cm Medium Laser Cannons: Mounted on the sides of the nose of the starship. Both Medium Laser Cannons can be linked for greater damage. They fire at faster rate than normal heavy weapons. 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.
    Maximum Effective Range: 10,000 miles (16,100 km) in space, range is 20 miles (32.2 km) in an atmosphere.
    Mega Damage: 1D6x100 each (2D6x100 for both combined)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  2. One (1) GR-1000 Large Gravity Rail Gun Turrets: Mounted on the nose of the vessel. The GR-1000 Rail Gun both is more powerful and has more range than the original conventional rail guns. This greatly increases their effectiveness. Even so, the mounts are not really for use against capital ships but can devastate a fighter quickly. The mounts are still useful against incoming missiles and against opponents who are impervious to energy. Each Gravity Rail Gun is in a turret that can rotate 360 and has a 180 arc of fire. Projectiles are fired from rail guns 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.
    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
    Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.
    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 cannon.
  3. Two (2) Particle Beam Mounts: Replace two of the mini-missile launchers. These particle beams are 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. Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).
    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.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  4. One (1) Long Range Missile Launcher: Mounted under the vessel. 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, 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.) Long range missiles do not have minuses to hit small targets unlike cruise missiles and are all considered smart missiles. Launchers can launch on multiple targets each.
    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 long range missiles missiles one at a time or in volleys of two (2), four (4), or eight (8) long range missiles per melee attack.
    Payload: 64 long range missiles.
  5. Two (2) Medium Range Missile Batteries: Standard weapon system from a merchant class vessel although payload is increased. Replaces mini-missile launchers. 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. Batteries can launch on multiple targets each at the same time.
    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
    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), or eight (8) missiles per battery.
    Payload: 64 per battery for a total of 128 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2006, Kitsune. All rights reserved.



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