BARD PAPER: SARA5022
Paladin Class Light Strike Cruiser
design by Jon Goff
The idea behind the Paladin Class LSC is speed. With enough
speed, one can get out of the way of missles (causing them to usually
coast into oblivion as they have little fuel), or evade with enough
Gs to make sensor locks nearly impossible. Coupling this with the
craft's superior EW suite, which include flares, and the ship's small
size, it is a very difficult target. However, the target has teeth.
When travelling at normal imperial speeds (ie less than 7Gs),
the ship is capable of a deadly accurate barrage that includes 60
lasers. Missles were added due to popularity, but are seldom used.
With one reload per launcher (more if the captain wants), this is a
mostly energy based design.
The most dangerous weapons on the ship are the 800 Mj X-ray
lasers. Capable of penetrating all but the toughest of armor, these
lasers can easily turn a Small or medium ship inside out very quickly.
Also, these lasers can be underpowered to 50Mj allowing for an extremely
rapid fire against light enemy targets such as missles.
If the RQS accepts this ship as the certified "Vampire Hunter",
it can field as many as 111 of these. Operating in groups of 4, these
can easily defend large areas of territory effectively.
Complete with shops, these ships are capable of surviving in the
wilds for a long time. Also, the large cargo hold allows for supplies
and parts along with additional missles, and modifications to be added.
Paladin Light Strike Cruiser
|Displacement: 900 tons
||Hull Armor: 112
|Length: 72.5 meters
||Volume: 12,600 m3
|Price: 583.92 MCr
||Target Size: S
||Tech Level: 16
- Power Plant: 3920 MW Fusion plant (653.3 MW/hit; 49.66 MW excess)
1 year duration (392 m3 fuel)
- Jump Performance: 3
- Jump Fuel: 2520 m3
- G-Rating: 8 Gs/HEPlaR (3600 MW/G); Contra-Grav Lifters (90 MW)
- G-Turns: 60.2 at 56.25 m3 each (101.3 using Jump Fuel)
- Maint: 199
- Computer: 1x TL16 Fb, 2x TL16 St
- Commo: 1x TL-16 300,000 km Radio (10 hx; 10 MW)
300,000 km Laser (10 hx; 10 MW)
- Avionics: L-10+ Flight Avionics, TL-16 TFA (200km/h NOE)
- Sensors: 1x TL-162 480,000 km Active EMS (16 hx; 13 MW)
1x TL-16 180,000 km Passive EMS, fixed array (6 hx;.06 MW)
1x TL-12 300,000 km Ladar (10 hx; .2 MW)
1 TL-16 NAS (500m, .007 MW)
- ECM/ECCM: EM Masking (12.6 MW)
TL-16 480,000 km EMS Jammer
(10 hex, 26MW)
1000x TL-16 Chaff Decoys, 1000x TL-16 Flare decoys
200x TL-16 Aerosol Decoys
- Controls: Bridge with 12x workstations, plus 21x other
- Offensive 10x TL-15 800 Mj X-ray Laser Turrets (4.68 MW each;
remote operated, but workstation equiped; Loc: 10
(All); On-mount Power plant supplies enough power to
overpower to -1DM; Arcs: All)
2x TL-16 Missile
Barbettes (5 missiles ready each; Integral TL-16 8hex
missle capable MFD; 1.08 MW each; 1 crew each)
10x TL-16 Quint-X 35 Mj Xray Laser Turrets (4.86Mj per
focal array; remote operated; Loc: 6, 6, 7, 7, 12, 12,
12, 13, 13, 13; Arcs: All?) (-1 DM, ROF=50)
- Defensive:1x TL-16 Sandcaster
- Master Fire Directors: 3x TL-16 180,000 km Beam MFDs (ignore
6 Diff Mods; 6 hx; .84 MW each; 1 crew each), 2x TL-16
Barbette Mounted Beam/Missle 240,000 km MFDs (see
|35 Mj Laser Turret||6:1/5-15 ||12:1/5-15 ||24:1/5-15||48:1/5-15
|800 Mj Laser Turret||6:1/23-73 || 12:1/23-73|| 24:1/11-35|| 48:1/6-18
- Life Support: Extended (2.52 MW)
- Grav Compensation: 8Gs (63 MW)
- Crew: 33 (2x Maneuver; 6x Gunnery; 21x Engineering; 4x Command)
- Crew Accommodations: 29x Small Staterooms (0.0005 MW each),
4x Large Staterooms (.001 MW each)
- Passenger Accomadation: None
- Other Facilities: Electronics Shop, Machine Shop
- Cargo: 982.5 m3 3 Large Cargo Hatches
- Small Craft and Launch Facilities: None
- Air Locks: 9
Fuel scoops capable of ingesting 6,300 cubic meters (450 dt) per
hour. Fuel purification machinery capable of refining 6,300 cubic
meters in 24 hours (7.875 MW). Standard Operating Procedure calls for
Lasers to be further overpowered when ship is travelling at less than
8-Gs. All power lines reinforced for such an action.
The 800Mj turrets are equiped with Workstations, so if the MFDs
are destroyed, the 10 damage control members (1/2 of the engineering
crew) can double as gunners. Of course they would get payed for both
jobs if they are to be trained as such. Also, standard practice is to
have the two missle MFDs switch to beam MFDs after firing one barage.
The lasers also have an integral power plant that powers them to ROF:50.
The Quint-X lasers are extremely unusual. By using Grav-Focused
X-ray lasers, they were able to mount 5 focal arrays in one 39m3 turret.
They share a common HPG (nothing against it in the rules, it is just
like having the HPG download at a higher ROF, which only requires a
bigger focal array), and have an integral power plant.
There is a 840kl Collapsible tank mounted in the cargo bay (it
is allready figured in), which reduces the cargo to 142.497m3 when it
is loaded (which supplies an extra jump, or an extra 18.3 G-turns). The
2.497m3 in the Cargo bay is in a section capable of being refitted as
a ground weapon turret, and usually is based on captain preference.
The large cargo bay (70dt) is used for supplies, missles, and
small craft as per captain preferences. This allows for those who
prefer more missles to get them.
®1996. Traveller is a registered trademark of FarFuture Enterprises. All rights reserved.
BARD Logo Copyright ©1996 by Lawrence C. Cox.