Fate of The Sky Raiders (The latest silly vehicles...)

By [unnamed sender] ·

TML message #5161From bundle 440

     In 4300 Pre-Imperium, the Vilani were consolidating the first
Imperium and wiping out the pockets of resistance inside their
sphere.  One such pocket was in Gushemege:  The Loeskalth, a minor
human race presented some difficulty for the fledgling first
Imperium.  They had absorbed a great deal of Vilani technology and
had a minor subsector-wide Empire themselves.  The Loeskalth had
managed to obtain a great deal of advanced technolgy.  Their own
efforts had managed to build themselves up to tech level 8, the
influx of trade brought them items up to tech level 10.  In
studying Vilani trade items, the Loeskalth adopted the High Vilani
language.
     The marriage of Loeskalth and Vilani technologies bred for
interesting vessels.  Their control systems, life support systems,
and sensors are of sophisticated origin (TL 10), while their
drives, hulls and weapon systems are of tech level 9.  These last,
the Vilani kept to themselves, providing the technical edge needed
to keep themselves atop their budding Imperium.
     It is interesting to note that even handicapped with this
hodgepodge technology, the warlike Loeskalth managed to hold off
the numerically and technologically superior (TL 11) Vilani for
much more than the ten years needed to complete the Asteroid ship
they used to cross the Rift between Gushemege and Reft Sector.

CraftID:  Asteroid Rift Crosser, TL 9+10, 5.1 Quadrillion Cr
Hull:     3.6*10^10/9.0*10^10, Disp=50,000,000,000 Config=8USL,
          Armor=50P, Unloaded=6.6*10^11, Loaded=1.1*10^12
Power:    3972902/7945805, Fusion=360Terawatts, Dur=300yrs +Jump-1
          FusionRockets=14000Terawatts, Dur=1 yr
          BOOM!  BOOM!  BOOM!  Still going...  Nothing outlasts the
          Loeskalth...  It keeps going... and going... and going...
Loco:     2.4*10^8/4.8*10^8, FusionRockets=7*10^11t, MaxAccel=.63G
          Agility=0
Comm:     Radio=System*3000, LaserCom=System*50000,
          MaserCom=System*50000, RadioJam=System*100
Sensors:  P-EMS=InterStellar*3000, A-EMS=FarOrbit*3000,
          EMS-Jammer=FarOrbit*100,
          Neutrino=Dir*3000, Densiometer=Surface*3000
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Routine, PasEngPin=Impossible
          PasObjScn=Routine, PasObjPin=Impossible
Off:      BmLaser=xx8    Plaser=xx6     Missile=x06
          Batt      5000           5000           5000
          Bear      2500           2500           2500
Def:      DefDM=+2  SCaster=xx8
                    Batt      5000
                    Bear      2500
Control:  Computer=4*23366560, DynLink*2.5*10^8, HUD*2.5*10^8
Accom:    Crew=374,507,499, Passenger=2,425,492,501,
          Bridge=1,730,886, Command=6,452,504, Engineer=32,039,390,
          Maintain=4,185,566, Gunner=6,452,504, Flight=757,100,
          Steward=300,000,000, Medic=22,889,569
          Env=Basic Env, Basic LS, Extend LS, Inertial Comps
          Staterooms=1,400,000,000, Spun to simulate gravity
Other:    Fuel=4.4*10^11Kl, Cargo=3.1*10^8Kl, FuelPure=720hr,
          200Ton JumpScout=50,000, 500Ton Attack=50,000,
          10KTon Tanker=5000, 10KTon Missile Rider=500,
          10KTon Particle Rider=10, 10KTon JumpScout=100,
          200Ton Launch Tube=500, 500Ton Launch Tube=500,
          10KTon Launch Tube=50, ObjSize=Large, EMlevel=Strong
Notes:    The Loeskalth Rift Crosser was built around a large
asteroid which had been used as a Class A orbital Starport for many
years.  She was spun to simulate gravity with a period of
approximately 1 rotation every 2 minutes.

Layout:   The asteroid the rift crosser was built on is huge:  10
kilometers by 8 kilometers by 7.5 kilometers.  She spins on her
axis producing 1G along her 3750 meter radius.  The fuel is carried
in the zero-G center of the ship, while the fuel purification
plants are carried out in the 4000 meter radius parts of the ship
where the centripetal acceleration is 1.06G's.  This small increase
in centripetal acceleration assists in the separation of gasses at
cryogenic temperatures.
     The ship is honeycombed with launch tubes and access shafts
which connect with different modules.  There are over a thousand
very large launch tubes, some of which are capable of handling
10,000 ton ships.  However, the launch tubes are open to space and
do not hold atmosphere.
     The center of the ship, aft of the fuel tanks, holds a
complete shipyard with a capacity handling of 4.2 million aggregate
tons in pressurized zero-G docks.
     (I found that it would be impossible to fuel the ship for the
needed 300 years with grav plates.  The sections in Fate of the Sky
Raiders which describe the plates is considered to be in error.
However, the adventure describes areas that are in zero-G.  These
sections are within the regions closer to the axis of rotation.
The entire ship is habitable and has inertial compensators
installed except for the fuel tanks, the launch tubes and the docks
for the 10,000 ton riders.  The shipyards are fully pressurized and
have inertial compensators.)
     (I assume that the adventurers in 'Fate of the Sky Raiders'
never found the tanker squadron or the other 10,000 ton ships
because they are in the zero-G section of the ship, and didn't poke
too far inside that section.)

Cost:     The asteroid ship is built in modular sections.  Each
launch tube of the same size is identical, each weapon battery is
laid out identically, power plants, life support etc.  These
modules were reproduced many times allowing for the cost of
construction to be reduced by 80%.  Thus, while the ship was the
first and only one of its class, it is sistership to itself.  She
was produced at a cost of 4.08 quadrillion credits.  When the
number of persons carried by the ship (2.8 billion) is considered,
the cost per passenger of the ship to the Loeskalth refugees was
1.46 MCr per person.  (By TCS rules this ship would require the
wartime tax money of 55 trillion people.)

Fueling:  Topping off the fuel tanks require 23 days of constant
action for the full complement of ships if they are ocean dipping.
It would take 5 months of constant action if all ships are gas
giant skimming.  If only the tankers are used, it requires 29 days
from an ocean, or 9 months from a gas giant.
     Before crossing the rift, the Asteroid was fueled up with
water.  Water, having a greater molar density of hydrogen than pure
liquid hydrogen, allowed for the enormous endurance required by the
crossing of the rift.  By using water as fuel, the ship's endurance
was increased by 57%.

Controls: Many of the Loeskalth ships use banks and banks of model
four computers to control them.  The computer technology of even
Imperial time is unequal to controlling the asteroid, and with the
Loeskalth technology, huge numbers are required.  If the asteroid
were to use a normal control system, it would require a Model 13
computer to handle all the controls.

Damage:   The ship was damaged in a mutiny 5000 years ago during
which time, most of the power plant has been off line.
Approximately 8% of the ship is currently habitable.  It is
estimated that at the current rate of consumption, the ship will
run out of fuel in 500 years.  (Dur=5516 years @ 28.8 Terrawatts)
- ----------------------------

CraftID:  Scout Raider, TL 9+10, MCr 131.9524
Hull:     180/450, Disp=200, Config=1AF, Armor=40D,
          Unloaded=1954, Loaded=2518
Power:    9/18, Fusion=776Mw, Dur=60 day
Loco:     9/18, Maneuver=2, StdGrav=6500t, MaxAcl=2.6G/1.3G,
          Agility=2, NOE=140, Cruise=1935, Max=2580
          4/8, Jump-1 (Range=Jump1*3+60days)
Comm:     Radio=System*3, LaserCom=System*3, MaserCom=System*3,
          RadioJam=System*2
Sensors:  P-EMS=InterStellar*3, A-EMS=FarOrbit*3,
          EMS-Jammer=FarOrbit*2, EMMask,
          Neutrino=Dir*3, Densiometer=Surface*3
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Routine, PasEngPin=Impossible
          PasObjScn=Routine, PasObjPin=Impossible
Off:      Missile=x02
          Batt      1
          Bear      1
Def:      DefDM=+2  SCaster=xx3
                    Batt      1
                    Bear      1
Control:  Computer=2*3, DynLink*15, HUD*15
Accom:    Crew=4, Passenger=2, Bridge=1, Engineer=1, Gunner=2,
          Stateroom=6, Env=Full Environment,
Other:    Fuel=1369Kl, Cargo=469Kl, Air/Raft*2, Fuel Scoops,
          FuelPure=12hrs, ObjSize=Avg, EMlevel=None
Notes:    A small, jump capable scout ship used by the Loeskalth.
(The escape ship from 'Fate of the Sky Raiders'.)
- ----------------------------

CraftID:  Raider, TL 9+10, MCr 628.5629
Hull:     450/1150, Disp=500, Config=1AF, Armor=49D,
          Unloaded=12564, Loaded=13777
Power:    91/8176, Fusion=8176Mw, Dur=20 day
Loco:     9/18, Maneuver=6, StdGrav=5525t, MaxAcl=4G/2G, Agility=4,
          NOE=140, Cruise=2550, Max=3400
Comm:     Radio=System*3, LaserCom=System*3, MaserCom=System*3,
          RadioJam=System*2
Sensors:  P-EMS=InterStellar*3, A-EMS=FarOrbit*3,
          EMS-Jammer=FarOrbit*2, EMMask*2,
          Neutrino=Dir*3, Densiometer=Surface*3
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Routine, PasEngPin=Impossible
          PasObjScn=Routine, PasObjPin=Impossible
Off:      BLaser=xx3     Missile=x02
          Batt      3              2
          Bear      3              2
Def:      DefDM=+9
Control:  Computer=4Fib*3, DynLink*30, HUD*30
Accom:    Crew=9, Bridge=2, Command=1, Engineer=3, Gunner=3,
          Stateroom=5, Env=Full Environ, FoldingSeat=Adequate*127
Other:    Fuel=1962Kl, Cargo=1418Kl(1075Kl with passengers),
          Fuel Scoops, ObjSize=Large, EMlevel=None
Note:     The main attack ship used by the Loeskalth.  She can
carry an entire company of troops & equipment.  (This is the ship
that was found in 'Trail of the Sky Raiders'.)
- ----------------------------

CraftID:  Tanker, TL 9+10, MCr 775.564
Hull:     9000/22500, Disp=10,000, Config=4SL, Armor=40D,
          Unloaded=49371, Loaded=58446
Power:    148/296, Fusion=13304Mw, Dur=1 day (812 days)
Loco:     180/360, Maneuver=1, StdGrav=13000t, MaxAcl=2.2G/1.1G,
          Agility=2, NOE=130, Cruise=750, Max=1000
Comm:     Radio=System*2, LaserCom=System*2, MaserCom=System*2,
          RadioJam=System*1
Sensors:  AllWeatherRadar=FarOrbit*2, AdvActIR*2, AdvImgEnh*2,
          LightAmp*2, PassIR*2, Radiation*2, RadarDirFinder*2,
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Impossible
Off/Def:  DefDM=+5
Control:  Computer=4*3, DynLink*33, HUD*33
Accom:    Crew=8, Bridge=2, Command=1, Engineer=4, Maintainance=4,
          Stateroom=8, Basic Env, Basic LS, Extend LS, GravPlates
Other:    Fuel=129632Kl(129473 available), Cargo=72Kl, Fuel Scoops,
          ObjSize=Large, EMlevel=Moderate
Notes:    5000 of these tankers were carried by the Rift Crosser.
These ships were built with lower technology sensors and controls
than the rest of the Loeskalth ships.  This is because the unarmed
ships are never meant to go into combat and are always provided
escort by armed vessels.
- ----------------------------

CraftID:  Missile Rider, TL 9+10, MCr 6070.25
Hull:     9000/22500, Disp=10,000, Config=4SL, Armor=43D,
          Unloaded=156881, Loaded=180189
Power:    1072/2143, Fusion=96408Mw, Dur=43 day
Loco:     1260/2550, Maneuver=5, StdGrav=91000t, MaxAcl=5G/2.5G,
          Agility=5, NOE=140, Cruise=750, Max=1000
Comm:     Radio=System*3, LaserCom=System*3, MaserCom=System*3,
          RadioJam=System*2
Sensors:  P-EMS=InterStellar*3, A-EMS=FarOrbit*3,
          EMS-Jammer=FarOrbit*2, EMMask,
          Neutrino=Dir*3, Densiometer=Surface*3
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Routine, PasEngPin=Impossible
          PasObjScn=Routine, PasObjPin=Impossible
Off:      Missile=x07
          Batt      10
          Bear      10 (Batt Rnds 282)
Def:      DefDM=+8
Control:  Computer=4fib*27, DynLink*293, HUD*293
Accom:    Crew=112, Bridge=12, Command=15, Engineer=30, Gunner=50,
          Maintainance=1, Steward=3, Medic=1, Env=Full Environ,
Other:    Fuel=49747Kl, Cargo=86Kl, Magazine=28200Kl, Fuel Scoops,
          ObjSize=Large, EMlevel=Faint
Note:     The missile rider is based on the same hull as the
tanker.  The hull was strengthened, and heavier engines installed,
along with the missile bays.
- ----------------------------

CraftID:  Particle Rider, TL 9+10, MCr 12305.36
Hull:     9000/22500, Disp=10,000, Config=4SL, Armor=49D,
          Unloaded=245009, Loaded=247287
Power:    2026/4052, Fusion=182325Mw, Dur=8 day
Loco:     720/1440, Maneuver=3, StdGrav=52000t, MaxAcl=2.1G/1.05G,
          Agility=2, NOE=140, Cruise=750, Max=1000
Comm:     Radio=System*3, LaserCom=System*3, MaserCom=System*3,
          RadioJam=System*2
Sensors:  P-EMS=InterStellar*3, A-EMS=FarOrbit*3,
          EMS-Jammer=FarOrbit*2, EMMask,
          Neutrino=Dir*3, Densiometer=Surface*3
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Routine, PasEngPin=Impossible
          PasObjScn=Routine, PasObjPin=Impossible
Off:      Particle=B00
          Batt      1
          Bear      1
Def:      DefDM=+5
Control:  Computer=4fib*57, DynLink*607, HUD*607
Accom:    Crew=161, Bridge=14, Command=22, Engineer=49, Gunner=68,
          Maintainance=2, Steward=5, Medic=1, Env=Full Environ,
Other:    Fuel=17503Kl, Cargo=1053Kl, Fuel Scoops,
          ObjSize=Large, EMlevel=Mod
Note:     The particle rider is based on the same hull as the
tanker.  The hull was strengthened, heavier engines installed,
along with the spinal mount.  It was however a failure in its
design as they can only target other spacecraft, which the
Loeskalth never encountered after leaving crossing the rift.
However, given the ferocity of the Vilani-Loeskalth war that drove
them across the rift, and the aggressive and warlike Loeskalth
culture, it is somewhat surprising that so few were constructed.
Only 10 ships were ever built forming a single squadron.
- ----------------------------

CraftID:  Rift Scout, TL 9+10, MCr 3580.705
Hull:     9000/22500, Disp=10,000, Config=4SL, Armor=40D,
          Unloaded=65408, Loaded=75607
Power:    164/327, Fusion=14680Mw, Dur=100 day
Loco:     180/360, Maneuver=1, StdGrav=13000t, MaxAcl=1.7G/0.85G,
          Agility=1, NOE=140, Cruise=750, Max=1000
          180/360, Jump-1 (Range=Jump1*7+100days)
                          (Range=Jump1*6+177days)
Comm:     Radio=System*3, LaserCom=System*3, MaserCom=System*3,
          RadioJam=System*2
Sensors:  P-EMS=InterStellar*3, A-EMS=FarOrbit*3,
          EMS-Jammer=FarOrbit*2, EMMask*2,
          Neutrino=Dir*3, Densiometer=Surface*3
          ActObjScn=Routine, ActObjPin=Routine
          PasEngScn=Routine, PasEngPin=Impossible
          PasObjScn=Routine, PasObjPin=Impossible
Off:      Missile=x06
          Batt      5
          Bear      5 (72 Batt Rnds)
Def:      DefDM=+5  SandCaster=xx8
                    Batt         5
                    Bear         5
Control:  Computer=4fib*18, DynLink*607, HUD*607
Accom:    Crew=90, Bridge=12, Command=12, Engineer=9, Gunner=48,
          Maintainance=5, Steward=3, Medic=1,
          Env=Basic Env, Basic LS, Extend LS, GravPlates
Other:    Fuel=112115Kl, Cargo=1595Kl, Magazine=1080Kl,
          FuelPure=18hrs, Fuel Scoops, ObjSize=Large, EMlevel=None
Note:     The Rift Scout has the range to accelerate to (or
decelerate from) the speed of the main ship and have a jump range
of 6 parsecs.  This allowed the Loeskalth refugees the ability to
maintian contact with Gushemege for 45 years after the main ship
left the sector.  The same ships were reactivated before the ship
reached the far end of the rift in Reft Sector allowing the Sky
Raiders 45 years to explore the area before the main ship arrived.

The original adventures were by The Keith Brothers.  All the above
is a reworking (or working as they published no designs) of their
published stuff.

Scott 2G Kellogg