Slayne Cargo Vessel:


The Slayne control a total of twelve star system with several planets inhabited in most of the systems. Due to a tolerance of a wide variety of habitats, the Slayne can colonize planets which humans cannot colonize without extensive terraforming. While considered sentient by most xeno-biologists, the Slayne are quite unusual in many respects. There is no close Earth analog to them. Their society is hive like in some respects and feudal in others. Different members of the Slayne have been "engineered" for different roles in the society. Due to being far form the major powers in the Three Galaxies, they as well known as other organisms.


The Slayne technology is considered primitive in many respects. They have copied most of their technology from other power in the Three Galaxies and the are often considered to be several centuries behind in most areas. They are experts at copying and adapting technology though. They have adapted electronics, propulsion, weapon systems, and shield generators to name a few. The Slayne are masters of bio-engineered materials which they use in construction. Their materials are as strong as some of the strongest alloys and composites produced by the Consortium of Civilized Worlds and the Trans-Galactic Empire.


Like almost every space faring organisms, the Slayne require cargo vessels. These support their widely spaced colonies. The design of the Slayne Kraken Cruiser and the Slayne Cargo Vessel are believed to have started as the same basic design and evolved in different ways over time. The cargo vessel though grew into a larger design for greater cargo capacity. Both appear to be based on the original cargo vessel which the Slayne first developed their first space ships from. While less than a hundred Kraken class cargo vessels are believed to be presently in service, upwards of a couple of thousand cargo ships are believed to be in service. The Slayne do not operate any other classes of faster than light cargo ships although they do have some other in system designs.


Compared to human crewed vessels, these ships have massive crews. They have little automation and have six times the crew of a "Cargo Master." Like their warship designs, the crew facilities are quite primitive. The Slayne can survive in extremes which humans would have a hard time surviving in. The ship does have a hydroponic section for the crew which grows bacteria. The hydroponic section also augments the life support systems of the cargo vessel.


The vessel uses the hull made from bio-armor material. It is actually less resource intensive for the Slayne to build a ship out of conventional alloys and composites. As such, these materials are used for internal systems. The hull materials is much thinner than those used on warships but still surprisingly tough. As well, the material retains the ability to repair itself and adapt to attacks. The ship is build around a basic frame where the components are mounted in. The dull black hull does have spines / thorns growing from it although the spines are much smaller than the cruiser has growing from it. Like most Slayne vessels, no two cargo vessels are actually identical in appearance.


These ships are protected by a light force field although more powerful than the force field generator copied from the original merchant they copied. These shields are not variable and the Kraken class cruiser once mounted a similar force field. Since then though force field technology have improved and the cruiser now mounts a more powerful variable force field.


The cargo vessel is comparatively heavily armed for a "civilian" vessel design. The Slayne don't really have such concepts. The ship has four medium range missile launchers. The launchers have twice the payload of the civilian design that the launcher was are based on. The ship also mounts eight light point defense mounts. Four have point defense lasers combined with mini-missile launchers and four combine electromagnetic rail guns with mini-missile launchers. The Slayne do not currently have the manufacturing technology for gravity rail guns.


Ship design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.


Model Type: Slayne Cargo Vessel
Vehicle Type: Medium Freighter
Crew: 264 (6 "Officer" Types, 34 "Engineer" Types, and 224 "Worker" Types)


Vehicle, Robots, and Power Armors:
None


M.D.C. By Location:

Medium Range Missile Batteries (4):240 each
Point Defense Lasers / Missile Batteries (4):220 each
Rail Cannons / Missile Batteries (4):220 each
[1] Main Engines (2)4,200 each
[2] Bridge:2,800
[3] Main Body:22,400
[4] Force Field (Regular):5,000


Notes:
[1] Destroying the main engines means that the ship’s faster than light propulsion systems are destroyed and maximum sublight speed is reduced by half.
[2] 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. The ship can still be piloted from engineering but ship is -3 to dodge. All weapon systems will be at local control. Weapon hits near the bridge can injure crew members near the bridge.
[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.
Has the ability to repair itself. The ships hull and ships systems regenerate damage at the rate of 6D6x10 M.D.C. per minute. The ship can only repair up to half the total M.D.C. of the main body without needing additional resources.
[4] Shields are not variable. Shields regenerate at the rate of 5% (250 M.D.C.) per melee.


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. Star Ship can accelerate/decelerate at the rate of 0.35 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 200 mph (321.9 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 1.5 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about two year worth of supplies on board and has a small hydroponic (bacteria type) section.


Statistical Data:
Length: 940 feet (286.51 meters) for the main hull. Spikes / thorns add an additional 19.69 feet (6 meters) to the length of the ship.
Height: 440 feet (134.11 meters) for the main hull. Spikes / thorns add an additional 19.69 feet (6 meters) to the length of the ship.
Width: 480 feet (146.30 meters)for the main hull. Spikes / thorns add an additional 19.69 feet (6 meters) to the length of the ship.
Weight: 488,000 Tons (442,710 metric tons)
Power System: Fusion with a 12 year life span. The ship normally only goes 5 years between refueling and refitting.
Cargo: Can carry up to 350,000 tons (317,500 metric tons) of cargo in addition to crews supplies and standard missiles magazines. Actual crew spaces are extremely cramped compared to vessels operated by other organisms such as human vessels.
Market Cost: The Slayne will not sell these ships. While the technology of the ship is based on older designs of the other cultures of the Three Galaxies. Due to the bio-armor, many civilizations would offer huge sums of money for the vessel (Several billion at least) even though a merchant design


WEAPON SYSTEMS:

  1. Four (4) Medium Range Missile Batteries: Based on non-Slayne civilian type launchers although have a higher payload. 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. 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 256 medium range missiles.
  2. Four (4) Point Defense Lasers/Mini Missile Batteries: Unlike most of the rail guns used on most Phase World Starships, these are standard electromagnetic rail guns. Weapons are mounted around the ship for point defense. 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) in space. Missile batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. Lasers have a range of 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega-Damage: Laser cannon inflicts 2D4x10 M.D. per blast. Mini-Missiles vary by mini-missile type (See revised Phase World missile tables for details.)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Mini-Missiles are fired one at a time or in volleys of two (2) or four (4) mini-missiles.
    Payload: Laser has effectively unlimited payload. Has 24 mini-missiles at each launcher (96 total, can carry potentially several times more in storage holds).
  3. Four (4) 20 mm Electromagnetic Rail Gun/Mini Missile Batteries: Unlike most of the rail guns used on most Phase World Starships, these are standard electromagnetic rail guns. Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. The rail gun still fires projectiles at incredible velocities compared to rail guns on Rifts Earth and projectiles are fired from rail guns at a significant fraction of the speed of light. 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). Missile launchers can launch on multiple targets each at the same time.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. Rail guns have a range of 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega-Damage: Rail Cannon inflicts 2D6x10 M.D. for a 30 round burst. Mini-Missiles vary by mini-missile type (See revised Phase World missile tables for details.)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Mini-Missiles are fired one at a time or in volleys of two (2) or four (4) mini-missiles.
    Payload: Rail Cannon has 6,000 rounds/ 200 Bursts each, has 24 mini-missiles at each launcher (96 total, can carry potentially several times more in storage holds.)


Special Equipment:



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Image drawn and copyrighted by Talis D. Merrill (taalismn@pop.tiac.net).


Writeup by Kitsune (E-Mail Kitsune).


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