Aurora Princess Class Liner:

Because of the long period of time involved in travel between systems, liners are necessary for travel for any distance of importance. Unfortunately, because pirates will attacked unarmed ships, there is a need to arm transports. The Aurora Princess class liner was designed for both long range travel, comfortable living spaces, and defense enough to stop most pirates or at least make it not worth a pirates effort. Unlike military ships, these ships are designed to be beautiful ships as well. This includes external hull and all interior features. These ships serve for both transport between system and for luxury cruises. The ships will sometimes carry some light cargo in addition to the passengers but most often the ship is only used to carry mail to the systems that it is also servicing.

The ship can carry up to 1000 passengers with 100 luxury staterooms. The remaining passenger staterooms are smaller double occupancy cabins. Each stateroom has holographics video and staterooms can be set for individual gravity and atmosphere. Luxury staterooms also have hot tubs and several extra luxuries. The ships also have ten restaurants, four casino areas, ten holo-theaters, two stages for live entertainment, and four exercise areas. Each exercise area has state of the art facilities including swimming pools and virtually all amenities. The ships have many forms of entertainment including holographics. The ship has eight shuttles to transport the ships passengers. The crew quarters are not as spacious as the passenger areas except for the captains cabin. The crew have their own dining facilities, exercise areas, and entertainment. While not as good as they are for the passengers, they are still of good quality.

The ships are fast at both FTL speeds and at sublight speeds. The ship can actually outrun many pirate ships and outguns many of the ships it cannot outrun. The ship can also land on a planet if necessary. Because defense is an important feature, the ships are heavily armed for Civilian ships. The ships defenses are based on stopping pirates and not for the ship to enter battle. The ships carry variable defense shields and have light armor. For weaponry, the ships two heavy laser cannons, twelve defense particle beams, two long range missile launchers, and eight mini missile launchers. The ships also has provisions to carry four light fighters to protect the ship but no ships of this class have ever carried fighters.

Aurora class liners are also the basis for the Consortium Armed Forces Baldwin class troop transports and Gabriel class Hospital ships. Both the Baldwin class and the Gabriel class have the same crew as the liner not including ship stewards. The Baldwin class troop transport can carry a total of 4000 troops. The Gabriel class Hospital ship has ten state of the art operation rooms, advanced regeneration equipment, cloning banks for replacement limbs and organs, 2000 medical beds, and 400 stasis chambers. The ship has a total of 500 medical personnel to support the medical facilities.

This starship design uses modified starship speed and ranges. See Revised Starship Rules for Phase World for more details.

Model Type: LYL-46
Vehicle Type: Liner
Crew: 140 (15 Officers and 125 Ordinary Crew) with an additional 180 Ships Stewards
Passengers: 1000

Vehicles:
Fighter Compliment:
4SF-69 CAF Scorpion Star Interceptor (Provision, Not Carried)
Shuttles:
8Passenger Shuttles

M.D.C By Location:
12 cm Laser Cannons (4, top and bottom):800 each
Point Defense Particle Beam Turrets (12):150 each
Long Range Missile Batteries (2):500 each
Mini-Missile Launchers (8):100 each
Outer Hull (40 x 40 ft/ 12.2 m x 12.2 Area):150
Inner Hull (40 x 40 ft/ 12.2 m x 12.2 Area):100
[1] Bridge:8,000
[2] Main Engines (2):12,000 each
[3] Main Body:50,000
[4] Variable Force Field:4,000 a side (24,000 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 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 main engines means that ship FTL systems are destroyed and maximum sublight speed is reduced by half.
[3] Depleting the MDC of the main body will put the liner 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% (1,200 MDC) 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 0.8 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 300 mph (480 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 4.5 lightyears per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about two years worth of supplies on board.

Statistical Data:
Length: 800 feet (243.8 meters)
Height: 230 feet (70.1 meters)
Width: 420 feet (128 meters)
Weight: 220,000 Tons (200,000 metric tons)
Power System: Advanced Fusion with a 25 year life span
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 20,000 tons of Cargo in addition to standard compliment of supplies and ammunition. These cargo spaces are used for both passengers' luggage/cargo and to carry contracted cargo or mail.
Market Cost: 3.3 billion credits including luxuries. The ship would cost 1.3 without luxuries

WEAPON SYSTEMS:

  1. Two (2) 12 cm Heavy Laser cannons: This is the ships main battery. The cannons are capable of destroying frigates and destroyers. They are also capable of damaging larger ships. All the 12 cm laser cannons on a side may be combined as one attack or used separately. They cannot be used faster than the speed of light. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Up to two may be fired as one volley.
    Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
    Mega Damage: 2D6x100 MDC each. Two laser cannons can be combined for 4D6x100 Mega Damage.
    Rate of fire: Maximum of Two (2) times per melee each.
    Payload: Effectively Unlimited.
  2. Twelve (12) Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense.
    Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.
    Mega Damage: 3D6x10 MDC each.
    Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
    Payload: Effectively Unlimited.
  3. Two (2) 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. Batteries can launch on multiple targets each.
    Range: Missile range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in space.
    Mega-Damage & Properties: See Phase World Missiles (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: 640 total, 320 long range missiles per battery.
  4. Eight (8) Mini-Missile launchers: These are missile turrets used for point defense against enemy fighters and missiles. 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).
    Mega-Damage: varies with mini-missile type (See Phase World Missiles).
    Range: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space
    Rate of fire: Can fire missiles one at a time or in volleys of 4 or 8 missiles
    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.


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Image created and copyrighted by Dieter Ludmann (dieter.ludmann@inka.de) .
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