"Foxfire" class Neural Prime (CAF):
Only a tiny handful of these ships exist but after the Trans-Galactic
Empire got intelligence on the shakedown of the first ship of the class,
many Kreeghor Warlords were still very concerned. The information that
they acquired was one of the work up test of the ship. The ship engaged
and destroyed in simulated combat two Hunter class Destroyers, two Scimitar
class Patrol Ships, and a Warshield class Cruiser during the same engagement.
Luckily, the Trans-Galactic Empire does not realize the main weakness of
this ship. This is that the ship is incredibly expensive and costs about
half as much a Protector class Battleship and as such it is likely that
not may Neural Primes will be produced.
The heart of the Starship is the most advanced Artificial Intelligence
computer system believed to be operated in the Three Galaxies. It is mostly
because of this computer system that the ship is probably the most powerful
ship ton for ton. The Neural Prime computer core is actually a combination
of both a Neural and a Transferred Intelligence and was through the studies
of technology from the race that built the Machine People. The computer
is initially programmed as a standard neural intelligence. The final step
is that a person is hooked up to the computer via sophisticated and permanent
cybernetics and as a result they merge. The computer and the person then
form a bond closer than brothers, sisters, or lovers. They are so close
that if the person dies, the computer will commit suicide. The person is
connected to the computer by a special data link system that has a constant
communication signal between the computer and the person. If this signal
is broken, both the computer and the person will be in intense pain. As
a result, the person will rarely if ever leave the ship. To compensate
for this, the quarters are very comfortable and the ship has special recreational
facilities. The selection process for the crew member of a Neural Prime
is one of the toughest ever developed. The first screening is for the mental
qualities need for being able to crew the ships. These people are then
requested to volunteer for a program that they are not told what they are
volunteering for. These volunteers are then sent through two years of intense
training and testing to see if they are able to handle being connected
to a neural prime. As well, though-out this time, they are screened multiple
times by psychics for both stress levels and loyalty to the Consortium
of Civilized Worlds. This loyalty is very important because the Consortium
Armed Forces does not want these ships to get into others hands and would
go to almost any lengths to get the ship back or at least destroy it. This
training and testing takes about four years amdtotal of 96% of the initial
training core that volunteer wash out of the training and testing programs.
The remaining 4% are told about the program and are asked again if they
volunteer for service. Even though only about one in four will volunteer
for the actual crewing of one of these ships there is still a huge excess
of available crew to ships.
Most of the space saved by the crew only being one person is spent on
incredible armor and weaponry. While the ship is a fair amount smaller
than a Warshield class cruiser, the ship has two thirds of the armor of
a Warshield and far greater firepower than the Warshield. The ship is also
faster and more maneuverable than any other ship its size and has been
coined by some as an extra large fighter (it rivals many fighters in speed
and maneuverability). The ship is even designed to be able to be able to
be landed on a planet on four stout landing gear. The shields are also
twice as powerful as the shields on the standard C.A.F. Cruiser. The weaponry
is far more beam heavy than most ships in service with the Consortium.
The main battery consists of ten fusion pulse cannons with two groups of
five. These weapons can inflict great damage but use up far more power
than the laser weaponry on smaller ships and as a result the ship has a
huge anti-matter reactor that is more advanced than anything mounted on
other ships in the C.A.F. which makes it one of the most advanced reactors
in the Three Galaxies. The Military is working on a version that does require
less power and can be mounted on more of their smaller ship classes. The
ship also has four Graser cannons as a secondary battery and to deal with
additional targets. The remainder of the ships energy weaponry is used
for point defense. Having very little room for missiles, the engineers
mounted most of the missiles in external racks. The advantage of this is
that a greater initial throw weight of missiles is possible than if the
missiles were in launchers and different types of missiles can be carried
as well. The ship does have two cruise missile launchers but those are
mainly used for launcher decoys.
The Ship's countermeasure systems are in many ways just as spectacular
as the ships weapon systems. The essence of this system is a powerful ECM
system. This system can hide the ship from most other ships in the Three
Galaxies and can make the ship look like other ship classes as well . The
ship has a holographic system that can disguise the ships visual appearance.
It can act as a chameleon system and hide the ships with the background.
The Holographic System can also change the appearance of the ship and the
ship can appear to be other ship types including other military classes
and civilian classes.
This starship design uses modified starship speed and ranges. See Revised
Starship Rules for Phase World for more details.
Model Type: NPCL-155
Vehicle Type: Attack Ship (by size terms is a light cruiser)
Crew: 1 (has passenger space for up to 4 passengers)
Vehicles: 1 Small Transport Shuttle
M.D.C. By Location:
| [1] Main Body (Primary Hull): | 35,000 |
| Gravity Drive Engines (2): | 10,000 each |
| [2] Bridge: | 10,000 |
| Cruise Missile Launchers (2): | 1,000 each |
| Pulse Fusion Cannons (10): | 500 each |
| Graser Cannons (4): | 1,000 each |
| [3] Variable Force Field: | 10,000 per side (60,000 total) |
Notes:
[1] Depleting the MDC of the main body will put the ship out of commission.
All internal systems will shut down, including life support and internal
gravity. The ship itself will be an unsalvageable floating wreck.
[2] 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. If the bridge is destroyed, normally the person linked to the computer
will also be killed. This will normally result in the ship committing suicide.
Depending on the ships personality (based on the persons personality),
the ship may just dive into a star or may attack the enemy until taken
out itself.
[3] Shields positions can be varied and all could be combined in one
shield. Shields regenerate at the rate of 5% (3,000 MDC) per melee round.
Speed:
Driving on the Ground: Not Possible (Ship can land on planet
if 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 1.2 percent of light per melee round.
Atmospheric Propulsion: Maximum speed is Mach 12.5 using contra
grav flight systems. Due to starship having gravitic propulsion systems,
starship can enter and leave the atmosphere.
Stardrive: Uses a Gravitonic Drive system that allows the ship
to reach a maximum of 8 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system.
Carries about four years worth of supplies on board.
Statistical Data:
Length: 344.5 feet (105 meters)
Height: 91.9 feet (28 meters)
Width: 213.3 feet (65 meters)
Weight: 27,550 tons (25,000 metric tons)
Power System: Anti Matter with 40 year life span. Ship normally
only goes 10 years between refueling.
Cargo: Very Small, Cargo holds are scattered about the ship
that allows for carrying up to 100 tons of Cargo in addition to standard
compliment of supplies and ammunition. The crew quarters on the ship are
very comfortable and have ample space.
Market Cost: 30 billion to construct. No ships of this design
have ever been put on sale on the market. Either Black Market or the Kreeghor
would offer huge sums of money (100 Billion+ Credits) for an undamaged
completely working ship.
WEAPON SYSTEMS:
- Pulse Fusion Cannon Mounts (10):
The guns take high mass
helium and hydrogen isotopes and compress them until they reach fusion.
These particles are then fired in a beam. In many ways, these weapon system
are the heart of the starship weaponry. On the front of the starship are
ten forward firing fusion cannons that do incredible amounts of damage
but are shorter in range than the heavy laser weapons of most Phase World
starships. These weapon only have a small arc of fire so that the weapons
have easier targeting than if the fusion cannons were fixed weapons. Normally,
all ten fusion are fired at the same time and in a heavy bursts. In bursts, this
weapon is capable of destroying some smaller ships in one shot and severely
damage ships that are larger than it. The weapon system can fire overcharged
bursts that inflict greater damage but they put more strain on the system
and it must be cooled down after just two minutes of burst firing. While
it is cooling down, weapon system cannot be fired. When the weapon is overcharged,
the range is also reduced. Weapon system is controlled by the Neural Prime
computer and has half the normal negatives to hit small targets such as
fighters and missiles. The weapon system cannot be used to engage targets
while traveling at FTL velocities.
Range: Normal: 60 miles (96.6 km) through atmosphere
and 60,000 miles (96,600 km) in space. Overcharged: 20 miles (32.2
km) through atmosphere and 20,000 miles (32,200 km) in space.
Mega Damage: Normal: 2D6x100 per fusion cannon. All ten fusions
firing a combined burst does 2D6x1,000 and costs one attack. Overcharged:
3D6x100 per fusion cannon. All ten fusions firing a combined burst at
overcharged does 3D6x1,000 and costs one attack.
Rate of fire: Up to six times per melee (Can fire six single
shots or burst)
Payload: Normal: Effectively Unlimited for normal fire
Overcharged: Can fire for two minutes straight before needing to
cool down the system. Cooling takes 30 minutes.
- Four (4) 15 cm Graser Cannons:
Graser cannons use focused
gamma radiation and are very powerful. The weapon mounts have about a 25%
increase in both range and damage over standard laser cannons of the same
size. These cannons are the support battery of the ship and while quite
powerful, they do not have the incredible firepower of the main battery.
Two cannons are mounted on the top of the ship and Two cannons are mounted
on the bottom of the ship. Batteries can be fired up to 180 degrees toward
the rear on either side and can fire at a 90 degree angle up or down. Weapon
has standard penalties to hit fighters and small targets for a large starship
weaponry. The weapon system cannot be used to engage targets while traveling
at FTL velocities.
Range: 20,000 miles (32,200 km) in space and 20 miles (32.2
km) in an atmosphere.
Mega Damage: 3D6x100 MDC each (two can be combined for a total
of 6D6x100)
Rate of fire: Maximum of Two (2) times per melee per cannon.
Payload: Effectively Unlimited.
- Four (4) GR-1000 Large Gravity Rail Gun Turrets:
The designers
decided to give the starship more powerful rail guns than the standard
rail guns mounted on CAF starships. The GR-1000 Rail gun was selected as
the rail gun to be mounted on the starship. They are 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 close to the speed of light. Cannon
uses a 30 mm projectile. The weapon system cannot be used to engage targets
while traveling at FTL velocities.
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: Maximum of six (6) times per melee each.
Payload: 10,000 Rounds (500 Bursts) each cannon.
- Four (4) Point Defense Particle Beams:
These weapons are
used for anti-missile, anti-power armor, and anti-star fighter defense.
Each particle beam mount is in a Turret that can rotate 360 and has a 180
arc of fire. The weapon system cannot be used to engage targets while traveling
at FTL velocities.
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: Maximum of six (6) times per melee each.
Payload: Effectively Unlimited.
- Four (4) Tachyon Scatter Guns:
The main purpose of this system
is as an anti-missile point defense. They do this by firing a wide blast
that affects all targets in a cone 6.2 miles long and 3.1 miles wide in
an atmosphere (Quatrupled in space) that can destroy whole volleys of missiles
before the strike the ship. This system has an interesting property that
the system can actually be used at FTL speeds because Tachyons travel faster
than the speed of light.. Each Tachyon Scatter Gun is in a Turret that
can rotate 360 and has a 180 arc of fire.
Range: 24.8 miles (40 km) with a width of 12.4 miles (20 km),
range and width is one quarter in atmosphere.
Mega Damage: 2D4x10 MDC each.
Rate of fire: Maximum of four (4) times per melee each.
Payload: Effectively Unlimited.
- Two (2) Cruise Missile Launchers:
Cruise missile launchers
fire forward. 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,
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.) Cruise missiles have minuses to hit small
targets but are all considered smart missiles. While missile are only launched
at the rate of one at a time per launcher, the ships computer has special
software that allows all the missile to hit a target at the same time for
the purpose to make point defense of a target is more easily overwhelmed.
This is done by slowing down the acceleration of missile and by setting
some for delayed activation and target must be a least 30 seconds away.
Missile are then considered to only have an acceleration of 5% of light
for the first turn. These launchers can also be combined with external
missile racks as well. The ships normally carries decoys for about half
of the missiles. When the ship engages in combat, it will normally keep
making erratic maneuvers and keep launching decoys to draw the enemies
fire.
Range: 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)
Mega-Damage & Properties: See
Phase World
Missiles (Anti-Matter does 4D6x100 MDC).
Rate of fire: Launcher can fire up to eight times per melee
and can fire one missile per launcher melee attack (special software allows
16 missile to be launched as one volley using both launchers)
Payload: 24 cruise missiles each launcher for 48 total (about
half of the missiles will be decoys)
- External Missile Hard Points (80):
The ship carries its main
missile compliment externally instead of launching the missiles from internal
launchers. This reduces the payload that the ship could carry but increases
the number of missiles that can be fired in one shot. Either cruise missiles
or long range missiles can be carried in external racks. The ship can also
carry a mixture of missile sizes. 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). 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 both types of missiles are considered smart missiles. Missiles can
be launched on multiple targets each at the same time.
Range: Cruise Missiles: 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 Long Range Missiles: 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 (Anti-Matter cruise missiles do 4D6x100 MDC and fusion long range missiles
do 2D4x100).
Rate of fire: One at a time or in volleys of 2, 8, 16, 20, 40,
or 80 per melee attack (Computer can fire up to 4 volleys per melee).
Payload: 1 Cruise missile or 2 long range missiles per hard
point (80 hard points)
- Micro-Repair System:
The starship has about ten thousand
tiny robots to do repairs. These robots can repair both system damage or
hull damage. It repairs system damage by repairing and replacing component,
wave guides, and wire runs. It repairs hull damage by first stabilizing
he damage (repairs about half of damage), then by using on-board storage
(carries 500 MDC of materials), and finally by scavenging from objects
around it. The ship can only scavenge from objects that it is touching
or that it can travel on a surface to the object being a scavenged from.
When stabilizing hull or using on board storage, MDC is repaired at the
rate of 100 MDC per hour, but when micro-robots are scavenging, repair
rate is limited to 25 MDC per hour or less based on the availability of
supplies.
Other Systems:
- ECM System: The Neural Prime has an advanced ECM system that
can operate in stealth mode that can hide the ship from most ships in the
Three Galaxies. The system gives a penalty has a -60% penalty to be detected.
Even if the ship is detected, there is a -4 penalty to target the ship
beyond visual range (approximately 500 miles) without the holographic system
(at close range as well with holographic systems) and missiles would have
a 60% chance of being unable to achieve a lock. After several melee attacks,
the countermeasures can be compensated for and missiles can be targeted
without penalties. The ECM system can also operate to disguise the ships
features. The system has an 85% of disguising the ship signature to appear
as a ship that is cruiser size or smaller. The smallest ships that it can
disguise itself as is a destroyer. The system also has a 75% chance of
disguising the ship as a heavy cruiser sized ship. The system has a 65%
of disguising the ship as a Battlecruiser sized ship. Roll only if there
are some reason to believe that the ship is not what it appears to be.
At this point, the system gets much less effective. The system has a 55%
of disguising the ship as a Battleship sized vessel and a 45% chance of
disguising the ship as a dreadnought sized ship. If there is reason to
be suspicious of the ship and it is disguising itself as a battleship or
larger ship, the chances of the ship ECM hiding the ship are half of the
listed chances rounded down.
- Holographic System: The ship is equipped with an advanced holographic
system. This system can copy the background and make the ship virtually
invisible and can change the appearance of the ship to appear like other
ship classes. The chameleon system changes the ships appearance to match
the background effectively making the ship effectively invisible. The Holographic
System has the ability to also make the ship look like other ships. The
system is limited to ships that are larger than the Neural Prime but is
limited to the size of a Battlecruiser that it can mask. The system has
an 85% of disguising the ship as a cruiser the size of a CAF Warshield
or TGE Smasher class. The system has a 75% chance of disguising the ship
as a heavy cruiser or ship of the same size. The system has a 65% of disguising
the ship as a Battlecruiser or a smaller fleet carrier. Roll only if there
are some reason to believe that the ship is not what it appears to be.
- Sentient Computer: The Neural Prime has a powerful sentient
computer controlling it. This computer should be considered to be a combination
of a powerful neural and transferred intelligence in terms of Rifts. The
computer will have all the skills needed to pilot, operate, and repair
the starship at 98%. The computer will also have all the skills the person
linked to the computer at two levels below the character. The ship has
9 attacks per round that be used for dodge or special maneuvers, +8 to
strike, +12 to dodge, and +3 to initiative (these include all bonuses).
The computer can also act as the slave unit for a Battle Link. For more information regarding
the Battlelink, go to
Phase World Battle Link.
There are very few people who can withstand to be merged with the computer.
The person must have a minimum I.Q. of 20 and M.E. of 20. The Intelligence
is required to be able to operate the complex neural and cybernetic linkages
and the high mental endurance is to be able to withstand the mental strain.
The person once linked also cannot get outside of 3 miles (5 km) without
suffering intense pain.
[ Phase World TM, TGE TM, Kreegor TM, and CAF TM are trademarks owned by Kevin Siembieda
and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium
Books Inc.]
Vehicle concept is inspired by the Alpha Synth from the book "Path of the Fury" by David Weber
Image created and copyrighted by Kevin S. Wiliams (kevin@omcp.com) .
More Kevin S. Wiliams artwork at His Starship Gallery
By Kitsune (E-Mail Kitsune ).
Copyright © 1998 & 1999, Kitsune. All rights reserved.