REEF-CTC-002TA C.T.C. Combat Troop Carrier Shuttle:

After the REEF was able to figure out about both the killer satellites and the debris field, they were able to compensate for them and they were able to launch vehicles into space. The main reasons a huge effort was spent on this was to bring supplies to the ARMD station in orbit and to be able to launch satellites into orbit. To complete this goal, the REEF designed the Combat Shuttle. As well, The REEF also found that they needed a bomber design for atmospheric use. The attempt was made to combine both designs. General Moor got together a team and the team, after researching all the problems, found that a modified version of Southern Cross CTC Combat Troop shuttle would be able to perform both of these jobs well. The incredible speed of being a space capable vehicle meant that it could outrun most opponents in combat in the atmosphere and the large capacity made it useful for a great many other roles. The REEF has a Corvette design that is also based on the combat shuttle but carries much heavier weaponry instead of being able to carry cargo or troops.

The modifications to the shuttle are extensive and effect the shuttle weapons, propulsion, avionics, and even structural. The shuttle has missile hard points on the external frame with the mounts slightly recessed to reduce air drag while operating in an atmosphere. On the hard points, shuttle can carry up to 48 long range missiles. The ship retains the missile launchers from the original shuttle design and when combined with the external missiles, the combat shuttle can carry more long range missiles than an Iron Heart Industries Air Castle Bomber. The shuttle has excellent defense systems and is defended with four laser turrets. For heavy assault and other roles, the shuttle has a very impressive forward weapon array with both particle beams and rail guns in the mix. Because the shuttle can expect missiles to be fired at it, the shuttle carries a missile decoy system. For heavy ground bombardment, the ships troop and mecha bay has been modified to be able to be used as a bomb or missile bay and the potential ordnance payload is enormous. The avionics of the shuttle have been improved and a system has been added to allow the shuttle to operate at low altitudes. The engine system has been totally reconstructed and the shuttle carries thrusters that are close copies of the engines from the REF Horizant Shuttle. These engines give move thrust and do not need to be discarded.

Like the original Combat Shuttle, the modified version can carry a large number of mecha, power armors, and/or troops. It can carry up to 24 mecha and up to 72 troops (60 in power armor). As well, the bay can also carry up to 800 tons of cargo or can carry bombs or missiles in place of the troops or mecha. The ship is only designed to operate for moderate periods of time and as such does not carry a large amount of supplies.

To be more accurate, this shuttle follows theoretical information about starships operating non chemical propulsion in space. This has meant much greater speeds and accelerations. Listed is the formula to allow player and game masters to calculate the shuttle velocity.

Model Type: REEF-CTC-002TA
Class: Ground or Space Launched Combat Shuttle
Crew: 17, Pilot, 2 co-pilots, 2 navigators, 2 engineers, 2 communications, 8 gunners
Troops: Can carry up to 200 soldier, 150 Power Armors, 36 robots vehicles, or different combinations

Vehicle Compliment:
Compliment 1:
200Soldiers in body armor with full equipment
Compliment 2:
150Medium or Smaller Power Armors
Compliment 3:
72Soldiers in body armor with full equipment
24Heavy Power Armors or Robot Vehicles
Compliment 4:
60Medium or Smaller Power Armors
24Heavy Power Armors or Robot Vehicles
Compliment 5:
36Heavy Power Armors or Robot Vehicles

M.D.C. by location:
Forward Heavy Particle Beams (2):400 each
Forward Rail Guns (2):250 each
Laser Turrets (4):300 each
Missile Turrets (4):300 each
[1] Main Engines (Rear):1,000
[1] Boosters (2):600 each
Reinforced Pilots Compartment:600
Cargo Hatch (Bottom):1,000
Small Hatches (8):200 each
Tail Fins (3):400 each
Landing Gear (3):100 each
[2] Main Body:8,000

Notes:
[1] If the ship's main engines are destroyed, the shuttles top acceleration is reduced by 50%. If one booster is destroyed, the ship's acceleration is reduced by 25%. If both boosters are destroyed, the shuttles top acceleration is reduced by 50%. If all engines are destroyed in an atmosphere, the shuttle will crash. In space the shuttle's acceleration will be limited to 5% of normal using maneuvering thrusters.
[2] Depleting the M.D.C. of the main body will shut the shuttle down completely, rendering it useless. Note: Lasers do half damage.

Speed:
Driving on the Ground: Not Possible.
Conventional Space Propulsion: The shuttle does not have an effective top speed but is limited by acceleration. Shuttle can reach a top acceleration of 3.5 Gs without boosters and 7 G. using boosters. The fighter will often travel at an acceleration of 0.5 to 1 G for extended periods for patrol. Because the fighter is mostly unshielded from the effects of radiation and hypervelocity atomic particles, the fighter is not operated at speeds exceeding 20% of the speed of light.
Atmospheric Propulsion: Ship has had some minor redesigns to facilitate better use in an atmosphere. Cruise is mach 3.2 (2,372.7 mph/3,818.4 kph) and can achieve with boosters up to Mach 6.4 (4,745.3 mph/7,636.8 kph) allowing ship to leave the atmosphere
Underwater Propulsion: Although it is not intended for underwater use, the ship can operate underwater. Maximum speed is 100 mph (160 kph)
Maximum Range: Effectively Unlimited in an atmosphere.
Conditional in space, The shuttle carries 4 weeks of reaction mass for travel at 0.5 G of acceleration. Double the consumption of fuel for 1.0 G of acceleration and double the consumption for every 1.0 G of acceleration beyond 1 G. this means the shuttle will burn 128 times faster at 7 G than at 0.5 G. This allows the shuttle about 5.25 hours of fuel at 7 G. The shuttle will often accelerate for a period of time and then shut down the engine and travel using the fighter velocity. If the shuttle uses more than half of its reaction mass when accelerating, the shuttle will be unable to decelerate fully and the fighter will normally only use a third or less of its fuel on accelerating so it does not run into a problem. If the shuttle runs out of fuel then it must be recovered by another vehicle traveling faster or be lost.

Statistical Data:
Length: 403 feet (122.8 meters)
Width: 120 feet (36.5 meters)
Height: 120 feet (36.5 meters)
Weight: 4,250 tons (3859 metric tons)
Power System: Fusion reactor with a 20 year life
Cargo: Cargo bay can hold up to 800 tons worth of cargo. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ship's spaces are taken up by extra ammo, armor, troops, weapons, fighters, and engines.
Market Cost: Never been sold, would cost around 400 million Credits to build.

Weapon Systems:

  1. Forward Weapon Cluster: In the front of the starship are two heavy particle beams and two heavy rail guns. The Rail guns are identical to the Shemarrian Rail gun and the Particle beam is identical to the one used by the USA-G14 Space Glitterboy. All weapons can be linked to fire as one attack if weapon system is within range. Can be fired by the pilot, co-pilots, or navigators.
    Maximum Effective Range: Particle Beam: 11,000 ft (about 2 miles/3.2 km) in an atmosphere and 16 miles (25.6 km) when used in space, Rail Gun: 6,000 feet (1,828 m) and in an atmosphere and 48,000 feet (14,630 m) in space.
    Mega Damage: 4D6x10 for one Particle Beam (8D6x10 for both), 2D6x10 for one Rail Gun (4D6x10 for both), and all weapons combined do 12d6x10 MDC if they are within range.
    Rate of Fire: Equal to pilots hand to hand (combined weapon attacks cost one attack per)
    Payload: Each particle beam has 40 shots in a capacitor, recharges at the rate of one shot every 30 seconds for Particle Beam. Rail guns have 440 rounds each.
  2. Four (4) Rapid Fire Laser Turrets: The turrets are mounted on the top, bottom, and two sides, for a total of four. Each has +1 to strike and can rotate 360 degree and to have a 90 arc of fire.
    Maximum Effective Range: 8,000 feet (2,400 meters) in an atmosphere and 12.1 miles (19.5 km) in space
    Mega-Damage: 2D8x10
    Rate of Fire: Each can be fired up to six (6) times per melee
    Payload: Unlimited
  3. Four (4) Long Range Missile Launching Turrets: Launchers rim the base of the forward section almost directly above the Tri-laser turret. This is an original weapon system. Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
    Maximum Effective Range: Varies by long range missile type assume powered range is 8 x normal in space (Go to Revised bomb and missile table).
    Mega-Damage: Varies by long range missile type (Go to Revised bomb and missile table).
    Rate of Fire: Each Turret can fire one or in volleys of two (2) or three (3) per attack.
    Payload: Each turret contains six (6) missiles, but will automatically reload when empty (Takes one melee). Each turret can be reloaded eight (8) times carrying a total of 54 missiles per turret (216 missiles total)
  4. Forty Eight (48) Long Range Missile on frame: This allow the ship to throw a very large number of missile for a first volley of missiles. Weapon is fired either by pilot, co-pilots, or navigators. Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
    Maximum Effective Range: Varies by long range missile type assume powered range is 8 x normal in space (Go to Revised bomb and missile table).
    Mega-Damage: Varies by long range missile type (Go to Revised bomb and missile table).
    Rate of Fire: Can only be fired in volleys of four (4), eight (8), sixteen (16), or twenty four (24).
    Payload: 48 total.
  5. Ordnance/Cargo Bay: Cargo bay has been redesigned so that as well as cargo, it can also carry ordnance of various kinds. The shuttle cannot carry both ordinance to be launched or dropped and cargo on the same mission. Ordnance types include missiles, torpedoes, naval mines, and bombs. Missile and bombs sizes may be mixed between different types of ordnance but an ordnance drop or launch must include the same type and size of ordnance. Ordnance may be carried at the rate of four short range missile, four light bombs, two medium range missile, or two medium bombs for one long range missile or heavy bomb. One Cruise missile or extra heavy bomb may also be carried instead of two long range missiles or heavy bombs. Both guided and unguided ordnance may be carried. Launching of ordnance is controlled by the weapons officer but the pilot and copilot has emergency controls. When the Ordnance bay is opened, the bomber is far move easily detected by radar from underneath. Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
    Maximum Effective Range: Varies by missile type for missile and varies by altitude bomb is dropped at (Go to Revised bomb and missile table). Assume powered range is 8 x normal in space.
    Mega Damage: Varies by missile or bomb type (Go to Revised bomb and missile table).
    Rate of Fire: Ordnance is dropped or fired one at a time or in volleys of two, five, ten, or twenty but must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley)
    Payload: 1600 short range missile or light bombs, 800 medium range missiles or medium bombs, 200 long range missile or heavy bomb, or 100 cruise missile or extra heavy bombs. Ordnance can be mixed and naval mines may be carried as well as missiles and bombs.
  6. Anti-Missile Chaff Dispenser: Located at the very tail of the fighter are two chaff dispenser. When tailed by a missile, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. Rifts Earth decoys systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
    Effect: Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
    Payload: Sixteen (16)

Special Equipment:
The Combat Shuttle has all systems standard on a robot vehicle plus the following special features::


[ Coalition TM, Naruni TM, and Phase World TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.]
[ Robotech® is a registered trademark owned and licensed by Harmony Gold USA, Inc. ]

By Kitsune (E-Mail Kitsune ).
Copyright © 1998, 1999, & 2001, Kitsune. All rights reserved.


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