Valdemarian Heavy Bomber:


Sixty five thousand years, there was a civilization know as the Valdemarians. They were centered around twelve stars in a local group with a total of thirteen life supporting worlds. The systems were all within a couple of dozen light years today. Today, their worlds are dead worlds, stripped almost completely of atmosphere. Underground, a few single cell life survived but nothing of any significance survive and nothing that is not protected by kilometers of earth and stone.


Similarly, a few remnants of the Valdemarian race have been found protected deep underground. These remnants are half freeze dried and half mummified. These have been studied and the Valdemarians appear to be elves. There have been no genetic markers which should them to be closely related but instead are more likely one of several crossings from their home universe into the Three Galaxies.


Something happened which is not entirely clear. There is a neutron star in the center of the cluster which most scientists believe was the cause. One of the most common ideas is that there was a quark nova event. Why they could not escape the event at faster than light speed is unknown. Possibly the nova even caused faster than light propulsion to be unable to function. It may also might have effected faster than light communication in a similar manner. It was likely that this effect lasted for many years although the effects seem to have dissipated in the intervening millenniums.


As far as technology, the Valdemarians appear to have been as advanced as the most advanced civilizations presently in the Three Galaxies. Some areas the Valdemarians are less advanced especially in cybernetics where they were surprisingly primitive compared to the major powers present in the Three Galaxies. They had extremely advanced automated manufacturing facilities. They also were masters of gravity based technology and artificial intelligence. Their largest vessel was the Battle Sphere which dwarfs almost every ship presently in existence. Today, there are only remnants of their technology have been found.


Unlike capital ships, the Valdemarian small craft are not much larger than the vessels which fill the same role as in the present civilizations of the Three Galaxies. The Valdemarian heavy bomber is in many ways the larger brother of the Valdemarian fighter. The hull form of the two craft is similar even though the bomber is far larger. Mass is around eight hundred metric tons. Some remnants of these heavy bombers have been found but a complete vessel has never been recovered. Of course, the energy of the nova event destroyed billion ton structures. A heavy bomber has no hope of surviving such a storm. Most of the major powers in the Three Galaxies would offer billions of credits for an intact vessel.


The heavy bomber is only slightly slower in acceleration than the starfighter in normal space. A delta wing design, the bomber has a top speed of almost mach eight. The heavy bomber has an advanced faster than light drive with a top speed of around twelve light years per hour when on slip stream drive. Even though not as fast as the capital ships, it still likely would be useful for scouting.


The Valdemarian had high strength golden alloys which were incredibly strong. The heavy bomber can take an incredible amount of damage. The bomber does not have a self repair system unlike large capital ships. In addition, the heavy bomber is protected by heavy shields which are twice as powerful as those mounted on a Proctor class heavy fighter. Powerful sensors are mounted on the ship and it also mounts an advanced stealth system. The standard crew is six and is designed for longer ranged missions than that of the much smaller fighter design. The bomber also is fitted with an artificial intelligence although not a full neural intelligence and appears to have been less than fully sentient. The heavy bomber, like the more common standard fighter, can be controlled by the computer of the Battle Sphere.


While armed with quite powerful direct fire weaponry, the craft is meant as a bomber and the main weaponry of the vessel are missiles. Missile strikes seem to have been done against large capital ships although the ship could be useful against both ground targets and against small craft. The bomber has three large bays and four smaller bays for missiles. The large bays can carry up to twelve capital scale missiles each or a mixture of lighter ordnance. The smaller missiles are not configured to be able to carry capital missiles but can carry up to eight long range missiles each although sixteen medium range missiles each were a more common ordnance payload.


The heavy bomber is slightly heavier armed than their fighter design. The bomber is armed with four forward firing gravity beams and two variable focus tachyon mounts which also fire forward. The gravity beams are extremely effective with high penetration and long range for a fighter class vessel. Unlike the fighter, these are not mounts which can be changed out for fusion cannons. For point defense, there is are also top and bottom mounted paired tachyon cannon mounts in turret. The bottom mounted turret is mounted forward of the main missile bays.


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


Model Type: Valdemarian Heavy Bomber

Vehicle Type: Heavy Bomber

Crew: Six (Pilot, Co-Pilot, Electronics System Officer, Engineer, and two Gunners) - Has space for two additional passengers.


M.D.C. By Location:

 

Gravity Needle Beams (4, Front):

150 each

 

Variable Focus Tachyon Cannons (6, Wingtips & Turret):

120 each

 

Point Defense Tachyon Turrets (2, Top and Bottom)

320 each

 

Heavy Ordnance Bays (3, Underside of body):

400 each

 

Light Ordnance Bays (4, Under wings):

250 each

 

[1] Main Body:

2,800

 

Pilots Compartment:

800

 

[2] Variable Force Field:

800 per side (4,800 total)


Notes:

[1] Depleting the M.D.C. of the main body will put the heavy bomber 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: Over half damage to the hull of the fighter will disrupt the camouflage system.

[2] 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. Fighter can accelerate/decelerate at the rate of 1.75 percent of light per melee (If the Slip stream generators are damage, reduce acceleration to 1.25 percent of light per melee.)

Atmospheric Propulsion: Maximum normal speed is Mach 7.6 (5,783.3 mph / 9,307.4 kph), the heavy bomber can enter and leave an atmosphere because flight system is by contra grav. Because all missiles are in bays, they do not reduce the fighter’s atmospheric top speed.

Stardrive: The heavy bomber has a Gravitronic Slip Stream Drive system which allows the ship to reach a maximum of twelve light-years per hour (Six Light Years per hour on standard CG Drive only.)

Maximum Range: Effectively Unlimited by drive system but only has supplies for crew for four months.


Statistical Data:

Length:         149.28 feet (45.5 meters).

Height:         50.52 feet (15.4 meters).

Width:          138.45 feet (42.2 meters).

Weight:        881.85 tons (800 metric tons)

Power System: Advanced High Density Fusion, Duration without refueling of 20 years. Unlike the Valdemarian Battle Sphere, the fighter cannot refuel itself.

Cargo: Minimal Storage Space of 6.6 x 4.9 x 3.9 feet (2.0 x 1.5 x 1.2 meters), often packed with supplies and additional ordnance. Utility closet (4.6 x 2.0 x 1.3 feet /1.4 x 0.6 x 0.4 meters) for personal effects.

Market Cost: No heavy bombers of this design have ever been put on sale on the market (or probably ever will be). An intact bomber might be worth several billion credits or more. The Consortium and Trans-Galactic Empire both have standing offers of twenty billion credits for an intact bombers. Even wrecked remnants of these heavy bombers can be valued at hundreds of millions of credits.


WEAPON SYSTEMS:

  1. Four (4) Nose Mounted Forward Firing Graviton Needle Beams: Mounted in the nose of the heavy bomber, these weapon uses highly focused controlled opposing gravimetric waves to create an energy beam weapon that shreds the target. The weapons do full damage to targets with the spell impervious to energy and cosmic knight will take 1/10 damage (10%) instead of the normal 1/100 damage (1%). Since the gravity beams propagates themselves at faster than light speeds, this weapon can actually be used against vehicles that are traveling at faster than the speed of light.

    Maximum Effective Range: 12.4 miles (20 km) through atmosphere and 1,242.7 miles (2,000 km) in space.

    Mega-Damage: 2D6x10 per single blast, 4D6x10 per double blast, 6D6x10 for a triple beam blast, or 8D6x10 for all four. (Optional rule is that cannons gets a critical strike on a natural 18, 19, or 20 due to its high penetration - Can be combined with wingtip weapon mounts for greater damage (Maximum of 12D6x10 with Tachyon Beams.)

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

    Payload: Effectively Unlimited.

  2. Two (2) Wingtip Forward Firing Variable Focus Tachyon Cannons: These weapons can be fired as a tightly focused beam for greater range and damage or can be wide focused. When wide focused, the scatter effect acts like a shot gun but lasts for hundreds of milliseconds (Gives +4 bonus vs fast moving targets such as missiles.) As such, it can be used to destroy incoming missiles effectively. Because the tachyon beams act faster than the speed of light, this weapon is effective against targets that are moving at light speed or greater. When tightly focused, the weapon cannot be fired in an atmosphere because it overloads. Lock-Out systems are added to prevent it from being able to be fired in a focused beam in an atmosphere.

    Maximum Effective Range: Narrow Beam: 994.2 miles (1,600 km) in space. Cannot be fired in a focused beam in an atmosphere. Wide Beam: 149.1 miles (240 km) with a width of 12.4 miles (20 km), range and width is one sixteenth in atmosphere.

    Mega Damage: Narrow Beam: 2D6x10 per single blast or 4D6x10 per double blast (Weapon Mounts may be combined with gravity beam weapons for greater damage - 12D6x10 maximum.) Wide Beam: 1D4x10 per single blast or 2D4x10 per double blast.

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

    Payload: Effectively Unlimited.

  3. Two (2) Point Defense Tachyon Turrets: The heavy bomber mounts two turrets which each mount twin variable focus tachyon cannons. Each Point Defense Tachyon Dispersion Beam is in a turret that can rotate 360 and has a 180 arc of fire. These weapons are the same weapons as the bomber’s main battery and are less powerful than the point defense batteries carried on capital ships. These weapons can be fired as a tightly focused beam for greater range and damage or can be wide focused. When wide focused, the scatter effect acts like a shot gun but lasts for hundreds of milliseconds (Gives +4 bonus vs fast moving targets such as missiles.) As such, it can be used to destroy incoming missiles effectively. Because the tachyon beams act faster than the speed of light, this weapon is effective against targets that are moving at light speed or greater. When tightly focused, the weapon cannot be fired in an atmosphere because it overloads. Lock-Out systems are added to prevent it from being able to be fired in a focused beam in an atmosphere.

    Maximum Effective Range: Narrow Beam: 994.2 miles (1,600 km) in space. Cannot be fired in a focused beam in an atmosphere. Wide Beam: 149.1 miles (240 km) with a width of 12.4 miles (20 km), range and width is one sixteenth in atmosphere.

    Mega Damage: Narrow Beam: 2D6x10 per single blast or 4D6x10 per double blast Wide Beam: 1D4x10 per single blast or 2D4x10 per double blast.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5) - On computer control, point defense mounts have four attacks per melee and +4 to strike.

    Payload: Effectively Unlimited.

  4. Seven (7) Ordnance Bays: The bomber has a total of seven internal bay that carry missiles. There are three larger bays in the main body portion and four smaller one which are effectively in the wings. The smaller bays are limited to long range and smaller missile types. Otherwise, the bays can carry cruise missiles, long range missiles, and/or medium range missiles. Missile sizes may be mixed between different types but an ordnance launch must include the same size of ordnance. Ordnance may be carried at the rate of four medium range missiles, two long range missiles for one cruise missile. Cruise missile are normally carried when on an anti-capital ship role and long and medium 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, missile will continue to travel same course and speed unless preset to self destruct or receives a destruct code 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. Missiles can be launched on multiple targets simultaneously.

    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. At game masters option, missile range can be increased by 25% due to more advanced technology.

    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), six (6), twelve (12), or twenty four (24) missiles (Maximum of twelve cruise missiles can be fired as a single volley.

    Payload: Large Missile Bays (3): 48 medium range missiles, 24 long range missile, or 12 cruise missiles each. Small Missile Bays (4): 16 medium range missiles or 8 long range missiles each. Ordnance can be mixed and matched as required.

  5. Stealth System: The heavy bomber can change its colors to match the background and can mask most energy emissions effectively making the ship effectively invisible. The stealth system is most effective when the fighter is stationary or traveling in a straight line. In these cases, there is a -10 penalty to strike. Evasive maneuvers or attacks will make the ship visible but there will still be at -5 to strike. Military class sensors reduce these penalties by half.

Special Equipment:

Combat Bonuses: These bonuses are only applied when the Valdemarian Heavy Bomber is fully piloted. When not piloted use the bonuses under sentient ship. For piloting, use the Phase World Starfighter combat (elite or basic) skill. these bonuses are in addition to those from the piloting skill.



[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2009 & 2014, Kitsune. All rights reserved.



Return