Modified Zentraedi Salan Scout "Archeron":

Along with the Terrible, several other Zentraedi ships have found their way to the Three Galaxies. One of the more common ship classes is the Salan Scout. In fact it is believed that there may be as many as half a dozen of these ships in the Three Galaxies. It is a comparatively tiny vessel by the standards of ships in the Robotech Universe but is a fairly big vessel by the standards of the Three Galaxies. It is bigger than most heavy cruisers although is still a bit smaller than most battlecruisers. For that reason, it is hard to designate the ship class with some calling it a heavy cruiser while others calling it a battle cruiser. It might be best to call the ship a nasty customer and simply be done with it.

The Archeron herself is often allied with the Terrible along with several other ships which form a loose confederation of military vessels which all were originally Zentraedi vessels. They sometimes work with the REF in the Three Galaxies while at other times are more independent.

The crew itself was predominantly female Zentraedi like the Terrible and the a large number of NuStingers are carried onboard as replacement for Zentraedi Female Power Armors. A large number of K-Universe power armors are also carried with a number of Silver Hawk power armors as well. Unlike the Terrible, the Archeron does not carry any Veritech Fighters onboard but instead relies on standard space fighter designs from the Three Galaxies. The main starfighters carried include the Katana and Tanto fighters from Bushido Industries although several other fighter types are carried in smaller numbers. The ship carries four heavy fighters for long range scouting along with several fighters which carry special stealth systems which actually make the fighters insubstantial. Most of the fighters onboard the Archeron are crewed by humans from the Three Galaxies. Of course, the entire surviving crew has been micronised to reduce crew requirements and increase efficiency. Due to the much smaller size of the crew, the ship is able to fit in a secondary bridge in addition to the primary bridge. Crew quarters are also vastly improved compared to original shipboard quarters.

As armed originally, the Archeron had an impressive energy weapon battery but lacked the kind of missile punch carried on most starships in the Three Galaxies. The main laser and heavy lasers were retained but all other weapon systems were removed and replaced with more effective weapon systems developed in the Three Galaxies. As well, mecha compliment has been reduced significant to give more space over to internal weapon. Even so, the ship carries a starfighter compliment comparable to many light carriers. For additional firepower, a pair of cruise missile launcher have been added along with four long range missile launcher. Heavy Missile Batteries are the same as a Consortium Warshield class cruiser although the Zendraedi vessel carries almost twice as many cruise missiles onboard. Still, the ship is not really designed for heavy missile battle but instead is designed to engage at energy weapon range. It is a scrapper far more than a sniper. The main battery is backed up with a similar secondary battery as the Terrible was refitted with. This includes heavy gravity auto cannons, variable focus particle beams, and scatter shot mini-missile launchers. All in all, the ship has excellent point defense.

As one might expect, the ship has been significantly rebuilt include the addition of far more armor. The ship carries slightly more armor than the Wyvern class pocket battleship although the Archeron is a bit larger as well. The rebuilt ship also has a variable force field added which is designed to give additional protection against attacks and act as the first line of defense instead of attacks striking the hull directly. Engines are original and are a bit slow at sublight acceleration compared to many ships built in the Three Galaxies although the ship's jump drives make the ship extremely fast at traversing light years between systems. Strategically, the ships can be used in ways which most other ships in the Three Galaxies cannot. While originally the ship used only a Reflex heat pile for power, this has been supplemented with an anti-matter reactor. All electronics and sensors have been upgraded to standards for the Three Galaxies.

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

Vehicle Type: Salan Scout
Class: Space Fold Scout (Would be considered a Heavy Cruiser / Battle Cruiser by Phase World terms)
Crew: 480 (50 officers and 430 Enlisted).
Troops: 925 (200 Starfighter Pilots, 200 Robot Pilots, 500 K-Universal Pilots, and 25 shuttle pilots)

Mecha Compliment:
Starfighters: 128 total
60BIF-75 Tanto light Starfighters
48BIF-67 Katana Starfighters with FTL Boosters
12BIF-67-ST Ninja-To Stealth Starfighter
4BIF-88 Bisento Heavy Starfighter
4SG-1 Star Ghost Starfighters
Power Armors / Robots: 700
500Kittani K-Universal Power Armors
100BI NuStingers Customizable Mecha
100SH-CCW100 Silver Hawk Power Armors
Assault Shuttles: 2
2CAF Assault Shuttles

M.D.C. by Location:
Mega Laser Cannons (1, forward):2,000 each
Old Zentraedi Style Laser Turrets (40):600 each
G-Cannon Turrets (4):800 each
Cruise Missile Batteries (2):1,000 each
Long-Range Missile Batteries (4):600 each
Gravity Auto-cannons (12):250 each
Variable Focus Particle Beam Cannons (12):150 each
Scatter Mini-Missile Launchers (8):100 each
Outer Hull Section (40 ft/12.2 m area):200
Inner Hull Section (40 ft/12.2 m area):120
[1] Main Bridge:15,000
[1] Auxiliary Bridge:15,000
[2] Main Body:120,000
Primary Hangar Bay:10,000
[3] Main Thrusters (2):15,000 each
[3] Secondary Thrusters (1):8,000 each
[4] Variable Force Fields:8,000 a side (48,000 Total)

Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship also has an auxiliary bridge. Even if both bridges are taken out, 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 MDC of the main body will put the Destroyer 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] Destruction of main thruster main engine will reduce the ships acceleration by 40% for each engine destroyed, destruction of Secondary engines will reduce the ships acceleration by 15%. With all engines destroyed, the ship will only be able to accelerate at 5% of normal acceleration using maneuvering thrusters.
[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (2,400 MDC) per melee round.

Speed:
Driving on the Ground: Not possible but can land on a planet if absolutely necessary.
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 0.5 percent of light per melee.
Space Fold: The ship is estimated to travel a total of 100 light years per hour in normal space and 500 light years per hour in deep space such as between galaxies. This allows the ship to travel between even galaxies very rapidly. Note: When the Archeron uses its space fold, it will also transport all vessels /objects within 2 or 3 miles. The ship can further expand its fold drive to transports all ships in a 50 mile radius. Fold drive does not work deep in a gravity well (Gravity wells interfere with fold drives)
Planet Bound: The Archeron can land on a planet if absolutely necessary, but is not designed to maneuver in an atmosphere (uses anti-gravity and conventional propulsion).
Maximum Range: Unlimited, Combined power systems give it an estimated life of 50 years of constant use. Sublight engines and space fold offer virtually infinite range. Carries three years of supplies that could be stretched to five in an emergency.

Statistical Data:
Length: 1640 feet (500 meters)
Width: 615 feet (197.5 meters)
Height: 432 feet (131.7 meters)
Weight/Mass: 11.5 million tons (10.4 million metric tons)
Power System: Anti-Matter with a 50 year life and has a Reflex Heat Pile System to power protoculture systems.
Gravitational Control System: Internal and External
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 300,000 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. Platform officers have more space for personal items. Most of the platforms spaces are take up by extra ammo, armor, troops, weapons, engine, reaction mass, equipment, and hydroponics.
Market Cost: The captain will not sell the ship. Without factory support, one of these ships would cost about 10 billion credits each. The Kreeghor, Naruni, and the Black Market would be willing to pay hundreds of billions of credits for one of these ships for examples of the particle beam, the special long range laser cannons, and the fold drive system.

Weapon Systems:

  1. Main Laser Cannon (a.k.a Mega-Lasers): Mounted in the front end of the Zentraedi Scout Ship, the cannon has a greater rate of fire than the original. The Mega Lasers has standard penalties to strike fighters and other small targets. These weapons are capable of destroying frigates and destroyers in one strike and wrecking cruisers in a few hits.
    Maximum Effective Range: 200,000 Miles (320,000 km) in space and 100,000 Miles (160,000 km) in an atmosphere.
    Mega-Damage: 2D4x1000
    Rate of Fire: Each cannon can fire ONCE per melee.
    Payload: Effectively Unlimited
  2. Forty (40) Old style Zentraedi style laser turrets: Each turret can rotate 360 degrees with a 180 degree arc of fire. Each Turret can rotate 360 and has a 180 arc of fire. These weapon systems have standard penalties to strike small targets. While the weapons are not linked together, some groups may wish to combine rolls to decrease bookkeeping. The number of cannons is based on the number carried on Marduk ships.
    Maximum Effective Range: 200,000 miles (320,000 km) in space and 100,000 miles (160,000 km) in an atmosphere.
    Mega-Damage: 1D4x100 each (can be group in groups of ten for 1D4x1000 for damage purposes)
    Rate of Fire: Each turret can fire twice (2) per melee.
    Payload: Effectively Unlimited
  3. Four (4) 8 cm Heavy Rail Guns: Used as one of the ships secondary batteries and are all mounted near the front of the ship. These cannons replace the ships forward laser mounts and are far more effective. They are used against targets that are impervious to energy as well. System can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee) and can rotate 180 degrees. Projectiles come out of launchers at a significant fraction of the speed of light.
    Maximum Effective Range: 10,000 miles (16,100 km), range is 10 miles (16.1 km) in an atmosphere
    Mega Damage: 1D4x100 MDC per 80 round burst each.
    Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
    Payload: 32,000 rounds each (400 bursts).
  4. Twelve (12) GR-1000 Large Rail Guns: Used as an anti-Starfighter and missile weapon and against targets that are impervious to energy. Each Rail Gun is in a Turret that can rotate 360 and has a 180 arc of fire.Projectiles come out of launchers at a significant fraction of the speed of light. Cannon 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: 40 round burst does 4D6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: 10,000 Rounds (500 Bursts) each cannon.
  5. Twelve (12) Variable Focus Particle Beam Mounts: 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(Gives +2 bonus vs fast moving targets such as missiles.) 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 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.
  6. Two (2) Cruise Missile Batteries: 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). Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launching starship, and missile. When drive goes dead, missile will still cruise 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.) See Modified starship rules for more details, Cruise missiles have minuses to hit small targets but are all considered smart missiles. This launcher is a standard CAF launcher. Launchers can launch on multiple targets each.
    Maximum Effective Range: Missile range is 8000 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 Phase World Missiles chart (Anti-Matter does 4D6x100 MDC).
    Rate of Fire: One at a time or in volleys of 2, 8, 16, or 32 per launcher, per melee round, for a maximum of 128 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 128 total, 32 cruise missiles per launcher. Ship has 16 reload of missiles (1024 cruise missile reloads total).
  7. Four (4) Long Range Missile Batteries: 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). Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will still cruise 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: Missile range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.
    Mega-Damage & Properties: See Phase World Missiles chart (Fusion does 2D4x100 MDC).
    Rate of Fire: One at a time or in volleys of 2, 8, 16, or 32 per launcher, per melee attack.
    Payload: 1,280 total, 320 long range missiles per launcher.
  8. Eight (8) Scatter Mini-Missile launchers: While these launchers can fire normal mini-missiles, they can also fire a new scatter style mini-missile. The mini-missile splits into four smaller even smaller missiles. The hope is that this weapon will be very effective against missiles although it will normally require more than one warhead per missile being hit. One huge advantage is that the four smaller missile strikes the target as a volley preventing the target from dodging. The disadvantage is that the missiles have about half the range a normal mini-missile has. Normal mini-missiles may be used as well. 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). Batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: Special Multi-Warheads: Missile range is 1 mile (1.6 km) in an atmosphere and 50 miles (80 km) in space. Conventional Warheads: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space
    Mega-Damage: Special Multi-Warheads: Convention Fragmentation: 3D6 for one smaller missile and 1D6x10 for all four smaller missiles. K-Hex Fragmentation or Plasma: 4D6 for one smaller missile and 2D4x10 for all four smaller missiles. Conventional Warheads: Varies with mini-missile type (See Phase World Missiles).
    Rate of Fire: Can fire missiles one at a time or in volleys of 4 or 8 mini missiles per launcher
    Payload: 128 per launcher for a total of 1,024 mini-missiles. Cargo hold has an additional 2,048 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes. Half the mini-missiles are standard and the other half are special multi-warheads.

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By Kitsune (E-Mail Kitsune).
Copyright © 2006, Kitsune. All rights reserved.


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