Q-Ship:

Q-Ships are a relatively simple design and are easy to built. They are Merchant ship designs converted to warships while still appearing to be merchant ships. The ship design is used for anti-piracy, privateering, and special secret missions. Most governments do not wish to have these ships get into the hands of a pirate but this design could easily be built by a pirate group. The class can take on ships up to the size of a large destroyer with a very good chance of winning and with surprise can beat

This ship design can either be built as Q-Ships from the keel up or can be reconstructed merchant ships. As compared to a merchant ship, the ship class is much more powerful. The ship has extra internal armor and compartmentalization.

The ship has concealed heavy weapon systems, both missiles and beam weapons. The standard merchant shields are replaced by full variable shields like those carried on warships and the design carries military radiation and particle shields. The ship has a more powerful sublight engines and FTL engines and is about as maneuverable as a standard warship of its size. The sensors of the ship are of Military quality. Because of all the special equipment, the ship is protected from internal scans by a system that gives false readings like those reading you would get from a normal merchantman.

For fighter support, the ship has a tiny concealed hanger to carry two small fighters. The hanger can contain Scorpions Star Fighters, Kittani Robot Fighters, or Avenger Power Armors, or other vehicles of similar size. In addition to carrying the fighters, the ship can also carry up to 40 small to medium power armors. The most common power armor design is the silverhawk power armor or its knock offs. Large Power armors such as the Avenger, Glitter boy, or Kittani Robot Fighters cannot be used.

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

Model Type: CML-1200Q
Vehicle Type: Q-Ship (Built on a Merchantman hull)
Crew: 40
Troops: 80 Marines, 4 fighter pilots

Vehicles:
2Small Starfighters.
40Light or Medium Power Armors.

M.D.C By Location:
Concealed Heavy Particle Beam (3):800 each
Laser Batteries (4):500 each
Concealed Laser batteries (4):500 each
Concealed Tachyon Scatter Guns (4):400 each
Concealed Cruise Missile Launchers (2):1000 each
Medium Range Missile Launchers (4):500 each
[1] Contra-Grav Engines (2):3,000 each
[2] Bridge:3,000
[3] Main Body:8,000
[4] Variable Force Field:2,000 a side (12,000 Total)

Notes:
[1] Destroying the main engines means that ship FTL systems are destroyed and maximum sublight speed is reduced by half.
[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. Even if the bridges 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.
[3] Depleting the MDC of the main body will put the Q-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.
[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (600 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. Ship has had the merchant radiation and particle shields replaced with military ones.
Atmospheric Propulsion: Maximum speed is 300 mph ( 482 kph), can enter an atmosphere because flight system is by contra grav.
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 5 lightyears per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about five years worth of supplies on board.

Statistical Data:
Length: 600 feet (182.9 meters)
Height: 70 feet (21.3 meters)
Width: 90 feet (27.4 meters)
Mass/ Weight: 13,000 tons (11,800 metric tons)
Power System: Fusion with a 20 year life span
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 2,000 tons of Cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 465 Million Credits. Most builder will only sell starship to allied governments (To keep out of the hands of Pirates).

WEAPON SYSTEMS:

  1. Three (3) Heavy Particle Beam Cannons: Q-Ships primary energy weapon system. Mounted in the nose of the starship in concealed mounts. Each particle beam can be fired individually or simultaneously.
    Range: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.
    Mega Damage: 3D6x100 MDC each (9D6x100 MDC for all three)
    Rate of fire: Maximum of three (3) times per melee.
    Payload: Effectively Unlimited.
  2. Four (4) Laser Batteries: Weapon system is part of the original design and are used as an anti-missile, anti-power armor, and anti-star fighter. Weapons system has no minuses to hit fighters and small targets and can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).
    Range: 200 miles (322 km) in space and 4 miles (6.4 km) in an atmosphere.
    Mega Damage: 3D6x10 MDC each.
    Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
    Payload: Effectively Unlimited.
  3. Four (4) Laser Batteries: Similar to weapon system that is part of the original design but are concealed and are used as an anti-missile, anti-power armor, and anti-star fighter. Weapons system has no minuses to hit fighters and small targets and can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).
    Range: 200 miles (322 km) in space and 4 miles (6.4 km) in an atmosphere.
    Mega Damage: 3D6x10 MDC each.
    Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
    Payload: Effectively Unlimited.
  4. Four (4) Tachyon Scatter Guns: Weapon system added to ship and systems are concealed. The main purpose of this system is as an anti-missile point defense. They do this by firing a wide blast that effects 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. Weapons system has no minuses to hit fighters and small targets and can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).
    Range: 24.8 miles (40 km) with a width of 12.4 miles (20 km), range and width is one quarter in an atmosphere.
    Mega Damage: 2D4x10 MDC each.
    Rate of fire: Maximum of four (4) times per melee each.
    Payload: Effectively Unlimited.
  5. Two (2) Cruise Missile Launchers: Uses engines to conceal the anti-matter or fusions warheads and all 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 starships 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 starships (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. This launcher is copy of the CAF launchers. Launchers can launch on multiple targets each.
    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)
    Mega-Damage & Properties: See Phase World Missiles (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 64 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 64 total, 32 cruise missiles per launcher. Ship has 1 reload of missiles (64 missiles total)
  6. Four (4) Medium Range Missile Launchers: A slightly modified version of the medium range missile launchers carried on a normal Merchantman. They can fire larger volleys and have a heavier payload. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Normally used for anti-fighter and point defense.
    Mega-Damage: varies with medium range missile type (See Phase World Missiles).
    Range: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space
    Rate of fire: Can fire missiles one at a time or in volleys of 2, 4, 8, or 16 missiles per launcher.
    Payload: 160 per launcher for a total of 640 medium range missiles.

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By Kitsune (E-Mail Kitsune ).

Copyright © 1998, Kitsune. All rights reserved.


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