http://a2.sphotos.ak.fbcdn.net/hphotos-ak-snc6/253403_2083772571781_1169109879_32554054_7570181_n.jpgBased on the AEther-Hawk medium strike cruiser, Darkwaters tribe shipwrights decided to modify and alter the basic hull design for their sister tribe The Wayfinders. Using more refined CG drive coils and smoother hull-lines, the Hawk-Ray is able to enter, operate, and leave planetary gravity wells and atmopshere. However, standard doctrine (even for Wayfinder scout parties) is to send one of their 2 Scarab assault shuttles to the destination and then use the Circle of Travel teleport grid to move supplies and personnel.
The material used for the hull is an organic crystal, which channels & amplifies PPE and is highly resistant to energy attacks. To create a Hawk-Ray, the shipwrights first create a skelletal frame work to support the 'standard' ship system (sensors, life-support, engineering, etc.), then they place clusters of the raw crystal material onto key points and just flood the dry-dock with raw PPE. Eventually the crystals grow and flow around the superstructure, creating the hull and internal structures. The result, an organic looking starship that looks like a ray-like sea-creature made from mother-of-pearl or opal (colours vary from ship to ship; slightly violet, pink, blue, etc). Even the Starfire Pulse-cannons & anti-ship laser turrets look like they grew from the hull. Each vessel takes up to a year & a half to grow.
Typical crew composistion is made up of Wayfinders of various castes (with at least 2 Pathfinders as bridge crew), and anywhere from 10 to a full 90 Ne-Shemarr or even fully organic allied crew beings. Catyr and Kiirn are the most common, with Star-elves, Smithy Dwarves and even Humans being present.
Hawk-Ray Eshemmar TW Strike CruiserModel Type: Hawk-Ray Cruiser Class: Medium Cruiser
Crew: 18 Bridge crew, 90 ship-hands, 124 Warriors (includes warmounts of Monst-rex size or smaller or smaller).
Can also accommodate up to 120 extra passengers in an emergency.
M.D.C. By Location:*Bridge - 8,000
Wings (2) - 8,000 each
Prism-Cannon (Bow) - 1,500
Laser Batteries (2) - 1200 each
Flame Cannons (4) - 1,000 each
**Starfire Pulse-Cannon Turrets (10) - 100 each
**Railgun Point-Defense Turrets (10) – 100 each
Variable Shields - 1000 per facing; 6000 total
Outer Hull 40ft. section - 150
Inner Hull 40ft. section - 100
~Main Centerline Engine / engineering - 10,000
~~Main Body - 20,000
Notes: * Destruction of the bridge will reduce sensors and combat bonuses by half.
** These systems are normaly concealed and are - 3 to hit on a called shot, and the outer armour must be destroyed first (150MDC).
~ Destruction of the main engine will eliminate FTL capabilities, and force the vessel to rely TW systems..
~~ Destroying the main body will render the vessel a drifting hulk with no life support or power. If the ship is reduced to -20,000MDC, it explodes doing 3D6X1,000 MD to anything in a 1.6 km radius.
Speed:Flying: Exatmo = Mach 10 combat speed & 0.2C sublight. Inatmo = Mach 1.3
FTL: 5 LY/hr. using Contragravity. Also see Later for
Luminance Drive TW system.
Range: 35 months with full crew, using reycylers and hydroponics (only if organic crew are included), otherwise range is indefinite with EShemarr.
Statistical Data:Height: (at highest point): 95 meters / 313.5ft.
Length: 200 meters / 660ft. (+20% with wings)
Width: (At widest point): 95 meters / 313.5ft. (+30% with wings)
Weight: 80,000 tonnes with 1,400 tonnes of shuttle craft (2 Scarab class shuttles).
Cargo: 371 modules of cargo space / modification space. Also 4 external cargo docks.
Drive Type(s): Primary; Contragravity drive rated for 5 LY/ hr.
:
Luminance Drive for long-range travel. See later for details.
Power System: Anti-matter reactor rated for 50 years at maximum output for conventional systems. Cosmic ley-line PPE siphons for techno-wizard devices; 1,000 PPE/hr. and crystal storage cells with 10,000 PPE capacity.
Market Cost: Approximately 700 million UT credits (minus auxiliary vehicles), for a fully operational vessel. None known to be sold.
Weapon Systems1) Prism cannon: The Hawk-Ray carries a TW enhanced primary laser weapon copied from the UWW’s Brightwandir mounted in the bow of the ship.
Mega-Damage: 2D8X1000 per shot; 50% greater output on a ley-line & X2 if on a nexus. R.O.F.: 1 shot per round.
Range: 144km (90miles) Exatmo, 22.4km (14 miles) Inatmo. Range is doubled on a ley-line or nexus. Payload: Effectively unlimited;1,000 PPE per 12 hours of operation. Battleship Ship scale= -14 to strike small targets. Note: Inflicts full damage to undead, and 50% to supernatural creatures . constructs otherwise not effected by energy beams.
2) Antiship Laser Batteries (2): Located on the dorsal & ventral hull of the Hawk-Ray are 2 turreted heavy laser batteries with 360 degree field of fire.
Mega-Damage: 3D6X100 per laser battery shot, or 6D6X100 for both targeting one ship. R.O.F.: 2 shots per battery / rnd.
Range: 880km (550miles) in space. Payload: Effectively unlimmited (powered by reactor). Captiol Ship scale= -10 to strike small targets.
3) Flame Cannons (4): To back up the Anti Ship Laser Cannons, Hawk-Ray cruisers have been equipped with the same heavy TW flame cannons as the Dwarven Iron-ships, mounted side by side under along the wings. The Hawk-Rays’ fire blasts are brilliant blue white in colour and seem to self-guide towards their targets. This effectively negates the need for missile launchers. The only drawback is the limmited range.
Mega-Damage: 1D4x1000 M.D with Blast Radius of 300 feet (91.5 m). R.O.F.: 2 shots per cannon per melee (8 total).
Range: 32 km (20 miles) in space. Payload: 500 PPE per gun for 24 hours operation, but may fire indefinately during that time.
Notes: Automatic to-hit of 18 (target vessel must dodge or parry with shields), and is captiol ship scaled (can NOT target fighters).
4) Starfire Pulse-Cannon Point Defense turrets (10): Pop-up TW point defense guns are spaced evenly across the Hawk-Rays' hull to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
Mega-Damage: 2D6X10 per burst. R.O.F.: 1 per gunners action or 3 attacks automated. Range: 1.83 km (6000ft.).
Payload: 100 PPE per gun, per hour (1,000 total). Light Ship scale= No penalties. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved). Due to their magical nature, the bursts from these guns will damage objects & creatures normaly immune to energy.
5) Point Defense Rail Guns (10): Standard Shemarrian-pattern long barrel railgun.
Mega-Damage: 4D6X10 damage per shot. R.O.F.: as per gunners actions. Range: 6.4km (4 miles), ½ Inatmo.
Payload: 2,000 rounds per gun. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
Light Ship scale= No penalties. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved).
Defensive SystemsECM Suite (Anti-EM & Holo-fields); on a successful 'electronic warfare' skill roll, the ship becomes +4 to dodge all incomming attacks, and all homing missles are +6 to dodge. The Ship visibly seems to blur and distort and go transparrent.
Crystallis Armour; The outer hull &/ armour plating is a bio-metalic crystal matrix. First, all energy weapons will do only 50% damage. Secondly; one minute (4 melees), after combat has ended, all damage to the armour will begin to regenerate spontaneously, using the energy diffracted to heal its crystaline latice. This applies to coherent energy weapons only (Lasers, particle beams, etc); kinetic weapons will still do full damage.
Manoeuvre Enhancement Package; See below for bonuses (2 Lvls. above normal). Manoeuvres almost like a shuttle or heavy interceptor. The Hawk-Ray resembles the creature it’s named after while in motion & combat.
SensorsAdvanced & Military Sensors; Can track and identify up to 2000 targets with a 400,000km range (250,000 miles); 1/2 range Inatmo. Objects as small as a golf ball can be seen at a distance of 300 miles Inatmo, or 41,600km in space (26,000 miles). Communications range is32,000km (200,000 miles) in space. See later for combat bonuses.
Scientific Sensor Array; Full I.R., U.V, and Thermographic optical sensors with a range of 4LY and computer programs to sort and enhance incoming data. Adds +15% to navigation rolls. Can detect objects as small as a battleship from 4LY away, but takes 5D4 minutes to complete the scan.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% Skill for piloting.
Other SystemsRecreation Areas; Mediation garden and lounge.
Medical / Repair Facility; Nano-forge units (8), and regenerator tanks for up to 10 biological crew / passengers at a time.
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew member has their own private room with; bed, footlocker, computer unit & refresher.
Type 2 Recycling system (Atmosphere & consumables); Can continuously provide recycled, breathable air for 35 days for the crew plus passengers; other consumables can be recycled for up to 350 days.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
[u]FTL Life-boats (17); See "AU; Galaxy Guide" Pg. 181 for details.
FTL Accelerators;[/u] This system allows the ship to go from Speed 0 (relative) to factor 1 (0.01 Ly/ hr.) in less than 5 seconds, eliminating the acceleration time needed to "port" into FTL.
TW SystemsTW Sensors: Ley-line sensor, Sense Magic, Sense Dimensional Anomaly, See Dimensional Anomaly. Draws directly from the storage batteries. See Carl Gleba’s ‘Rifts: Three Galaxies’ Pg. 108-109 for descriptions, though ranges are based on the ’normal’ sensor suite (tied directly normal sensors).
Impervious to energy: 100 PPE / 20 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Invisibility superior: 100 PPE / 30 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Sustain: 60 PPE / 8 days. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
**
Note; the above systems are not as refined as comparable UWW TW systems, and use 5 times the PPE required.Spaceflight superior: 38 PPE / 10 hours. Draws directly from the storrage batteries, but can be activated by others from the bridge. Used when / if primary power is disrupted to the main engines. Equal to 8th level power = 38,400 km/h (24,000mph).
Pin-point deflectors: 70 PPE / 2 minutes per deflector (up to 10). Same effect as Targeted-Deflection spell, but cover a 10ft. area per barrier. Draws directly from the storage batteries, but can be activated by others from the bridge. Must be manually controlled. Equal to 8th level power.
Teleport grid: 30 PPE / use. Circle of Travel system connected to the Scarab assault shuttle(s); making for secure and rapid transit from ship-to-surface for planetary missions. Requires at least one shuttle to be at the destination point. Equal to 8th level = 10,240km (6400 miles) range.
Luminance Drive (Special): 1012 PPE / 16 hours. Based on the Pehonix Light spell, this TW drive allows for travel at 2 LY/hr. per level of the helmswoman / helmsman operating the system. The visual effect as the drive is engaged is the entire hull seems to be lined in glowing lines of power as the vessel accelerates to FTL. A special room & control couch, equipped with a Sustain enchantment is used for this TW system, as the “pilot” is required to maintain concentration for the entire duration of the FTL transit. An added bonus effect is mystical space-navigation sense of 88%. Draws directly from the storage batteries. Equal to 8th level power.
Attack Craft4 external docking collars can be used to carry additional attack shuttles, Hvy. Fighter-bombers and / or cargo pods. Typically carries 2 Scarab Assault Shuttles (with full crew) durring combat missions.
Bonuses+4 Intiative, +5 to dodge, +1 to strike with all weapons and +35% to combat piloting rolls and +10% to weapon systems lock-ons.
NotesVessels auto-repair / regrow damage done at 10% per location every 24hrs. Completely destroyed systems require time in drydock to replace.