The following material is an adaptation of starfighters from COLONY WARS, a science fiction Shooter/Flight Simulator designed by
Psygnosis. Please feel free to use,
copy, and distribute it as you see fit. All I ask is that you give proper
credit to me and do not claim that it is your own work. Comments and
suggestions are welcome.
S-9 HYDRA
(Version 1.2 - Last Updated: 10/1/98)
Palladium RPG Stats by Jeffrey Cauley
Background information provided by Psygnosis
BACKGROUND
In the far future, the planet Earth is the center of a great empire. However,
this empire is torn apart by civil war as "The Father" leads the League of Free Worlds,
a band of colonial fighters that have risen up against the terror of "The Czar", a cruel
man in control of the universe. Now, the League needs a few good ships...
Originally developed as a small scale scout craft known as "Medusa",
continual upgrades and modifications resulted in the fearsome assault
craft now known as "The Hydra". Of all the League's airborne military
craft, it is the Hydra which is most frequently used to engage enemy units and
render them harmless.
It was initially employed in its current form, during the famous "Plantation Scandal"
of the Uprisings late phase, during which Navy Craft attempted to wipe out vast tracks
of fertile land. The Hydra successfully stopped the attacks and was subsequently used
in a number of offensive activities before entering mass production in a number of
classified locations.
RPG STATS:
Vehicle Type: Space Strike Fighter Class: S-9 Hydra Strike StarFighter Manufacturer: The League of Free Worlds Crew: One pilot in full tactical life support.
MDC BY LOCATION:
Primary Wings (4)-----------------------------150 each
Secondary Wings (4)----------------------------75 each
Scatter Gun -----------------------------------50
Electro-Magnetic Pulse Guns (2) ---------------50 each
Anti-Shield Laser Cannons (3) -----------------65 each
Laser Cannons (3) -----------------------------75 each
(1) Transparisteel Canopy--------------------------75
Engines (4)------------------------------------75
Reinforced Pilot's Compartment/Escape Pod-----100
Energy Shields--------------------------------400
(2) Main Body-------------------------------------400
NOTES:
(1)
Destroying the transparisteel canopy will expose the pilot and will
end up killing him. Since the transparisteel canopy is part of the
escape pod, the pilot cannot hope to save his life by ejecting.
(2)
Depleting the MDC of the main body will destroy the Hydra and the
pilot (if he hasn't ejected already) will be killed in the resulting
explosion.
SPEEDS:
FLYING:
The Hydra can reach speeds in excess of Mach 10 in an atmosphere and in space,
can reach speeds up to Mach 25! The ships general cruising speed in space is
somewhere around Mach 12.
LEAGUE SPACE MOTIVATOR DRIVE UNIT:
The Hydra has a rather fast hyperdrive system allowing it to travel at
a speed of 100 light years per hour in hyperspace. The only problem is
that it can only travel in a straight-line and since there are often
multiple objects in the flight path (i.e. a star or planet), the ship
has to drop out of hyperspace occasionally, realign itself, and re-enter
hyperspace.
STATISTICAL DATA:
HEIGHT:
13.9 meters from the top of the ship to the bottom of the landing pads.
WIDTH:
13.9 meters from wing tip to wing tip.
LENGTH:
18.87 meters from fuselage to engine.
WEIGHT:
19.4 metric tons.
CARGO:
The ship has a small cargo hatch in the belly of the ship. It can carry
no more then 110 kg in an area roughly 6 meters cubed.
POWER PLANT:
The ship uses 4 League Thrust Engines to propel it. These are fueled
by Cryogenic Power Cells and an Ionization Reactor that
requires a certain type of liquid to power a fusion generator which
provides the power for the ship's systems (i.e. engines, weapons, life
support, shields, etc.). The fuel provides the ship with enough fuel to
run perfectly for six hours. The hyperdrive uses the same type of fuel
but has a better range. The fact that the fuel for the hyperdrive only
powers the hyperdrive allows it to be used for a total of sixteen hours.
WEAPON SYSTEMS:
1. LASER CANNONS (3): On the belly of the ship are three of
these high powered energy cannons. They are linked meaning
that they can be fired only in tandem. The weapons are designed to
damage the metal hulls of attacking ships, therefore, do only half
the normal damage when firing at energy shields.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Defense
RANGE: 1 km.
DAMAGE: 6D6x10 M.D. per triple shot.
RATE OF FIRE: Volleys of 3 only.
PAYLOAD: The laser have, at full charge, a total of twelve shots
stored for each cannon. It takes the ship 1 melee round to completey
recharge after all charges have been used.
2. ANTI-SHIELD (A.S) LASER CANNONS (3): Located below the transparisteel
canopy and a bit behind it are three powerful cannons. These cannons fire bursts of
concentrated energy designed to bring down the shields of an enemy craft. The only
drawback of the weapon is that it can only be used against energy shielding and will
be useless against anything else.
PRIMARY PURPOSE: Anti-Shield
RANGE: .9 km.
DAMAGE: 9D8x10 M.D. per triple shot.
RATE OF FIRE: Volleys of 3 only.
PAYLOAD: The laser have, at full charge, a total of twelve shots
stored for each cannon. It takes the ship 1 melee round to completey
recharge after all charges have been used.
3. ELECTRO-MAGNETIC PULSE GUNS (2): Located below the transparisteel
canopy and a bit behind it are two unusual guns. These Guns are designed to
fire pulses of electro-magnetic radiation which, when in contact with a electrical
device, will completely shut it down for 1D6 minutes.
PRIMARY PURPOSE: Capture
SECONDARY PURPOSE: Defense
RANGE: .62 km.
DAMAGE: None. See above.
RATE OF FIRE: Volleys of 2 only.
PAYLOAD: The guns have, at full charge, a total of ten shots
stored for each cannon. It takes the ship 1 melee round to completey
recharge after all charges have been used.
4. SCATTER GUN (1): Mounted on the nose of the Hydra, is a single,
high-power cannon. This cannon is one of the most versatile weapons on board
the ship, because it equally effects the shields and hull of a starship! It
is a high-powerd, rapid-pace cannon.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Defense
RANGE: 1.3 km.
DAMAGE: 1D4x10+100 M.D.
RATE OF FIRE: Volleys of 1, 2, or 4.
PAYLOAD: The gun intially has 25 charges/shots, and the shots recharge at
a rate of 5 charges per melee action.
5. DEFLECTOR-SCREEN PROJECTOR: This is the Hydra's primary source of defense.
It is a sophisticated system that allows it to repel all energy and projectile attacks
and take the damage that would normally be generated to the ship.
PRIMARY PURPOSE: Defense
PROTECTION: 400 M.D.C.
REGENERATION RATE: The shields regenerate at a rate 25 M.D.C. per melee action.
SIZE: The shield is ovular shaped so that the closest the shield comes to the
ship is 1 meter.
DURATION: Unlimited.
6. MOTION MISSILE TUBE: Located on the bottom of the ship, is a tubule that contains
two missiles. When fired, a standard missile which tracks the motion of enemy craft. However
if the targeted ship drops below detectable speeds, the missile may lose tracking abilities.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Defense
RANGE: 2.6 km.
DAMAGE: 1D6x100 M.D. per missile
RATE OF FIRE: 1 per action.
PAYLOAD: Two.
7. ANTI-SHIELD MISSILE TUBE: Located on the bottom of the ship, is a tubule that contains
two missiles. These missiles are larger, more powerful versions of the A.S. Laser cannon.
When launched, these missiles attack the targeted enemy (with a +5 to strike) and do
damage directly and only to shields.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Defense
RANGE: 2.5 km.
DAMAGE: 1D6x100 M.D. per missile (to shields only).
RATE OF FIRE: 1 per action.
PAYLOAD: Two.
STANDARD EQUIPMENT FOR THE S-9 HYDRA
IDENTIFIER FRIEND/FOE (IFF): This is a system that is tied directly into
the ship's scanners. It picks up the name and type of ship, station, or
probe that are currently being scanned by the ship. It works in tandem
with the targeting computer to register target locks and also hooks in
with the scanners to record how much damage the target currently displayed
has taken. Also, the IFF broadcasts to other ships what kind of craft it
is linked to and, if it is a one man ship, who the pilot is.
TRACKING COMPUTER WITH HOLOGRAPHIC IMAGING SYSTEM: This system works
with the IFF, lasers, and torpedo launchers to acquire targets, hold them in
memory, and indicate when the ship is in range and if there is a successful
target lock. This system can also target smaller parts of ships allowing it
so that parts that have a deduction to strike can be targeted and fired upon
without the deduction and even gain a +5 to strike! Also, it helps the
torpedoes to gain a successful target lock. This means, that the torpedo
will track the target for roughly two melee rounds. The torpedo travels
at a speed of 100 Km/Min and they also have a +5 to strike.
SENSOR PACKAGE: This is a sophisticated system that has four different types of sensors. The
first, a passive sensor, lightly probes the ship without the target ship
knowing it is being probed. This probe can gather only small bits of
information such as damage, IFF readings, distance, and speed. The
second type of sensor is a Scanner. This system gets all the normal
information, crew capacity, weapons systems, etc. It also returns the
same results as the passive sensor only but along with the wider amount
of information, it also alerts the target ship that it is being scanned.
The search probe allows the pilot to input a certain system that is to be
searched for. For example, the pilot wants to know if the ship has a hyper-
drive system. He inputs his query into the computer and the target ship is
probed to find out whether or not the system is on board the ship. The last
type of sensor is an intense focus on a specific system. This system could
be targeted on a weapon system such as a laser gun and the type of info-
information that would be brought back would be something along the lines of
power needed to operate, damage a weapon will do, etc. This sensor package
is considered one of the Leagues better defenses against attack ships.
ESCAPE POD: The entire reinforced cockpit of the Hydra is a detachable
escape pod that can be jettisoned when the fighter is destroyed. The
ejected cockpit does not contain thrusters, but does contain a
powerful locator beacon and an integrated life support system that can
support the pilot for up to 30 minutes after ejection. The combat
computer is programmed to automatically eject the escape pod if the
Hydra is destroyed (main body MDC reduced to 0), but this can be
overridden if the pilot is feeling suicidal for some reason.
HOMING SIGNAL: The escape pod of the Hydra is equipped with a homing
device that enables rescue teams to locate a disabled craft or ejected
life pod. The range of the signal is 400 miles (640 km). Most
fighters and Alliance ships can key on and track/locate specific
signals, and the on board computers will automatically notify their
pilots if such a signal is detected.
STANDARD SURVIVAL KIT: The Hydra comes equipped with a portable
survival kit. Inside the small reinforced box is a medium-sized
flashlight, two hand flares, one rocket flare, a compass, infrared
distancing binoculars, a small mirror, a pocket knife, dehydrated and
concentrated food (can be stretched into a five day supply for one
person) and basic first aid items (aspirin, bandages, disinfectants,
etc.)
TACTICAL LIFE SUPPORT SYSTEM: The Hydra's cockpit is pressurized, and
also provides additional air feeds to the pilot's flight suit that
provides him with pressurized breathing. The League flight suit also
contains an upper and lower g-suit that promotes blood circulation
even during high-g turns, thus decreasing the possibility of pilot's
blacking out in combat.
PILOT FLIGHT SUIT: All League starfighters come with a custom-designed
flight suit for the pilot. This flight suit consists of an upper and
lower g-suit that promotes circulation even during high-g turns, thus
decreasing the possibility of pilot's blacking out in combat.
AUDIO/VIDEO COMMUNICATION: Long range, directional communications
system with satellite relay capabilities. Range: 600 miles (960 km) or
can be boosted indefinitely via satellite relay.
FLIGHT CONTROL AVIONICS PACKAGE: This advanced system
helps experienced pilots to better navigate the ship. Even if the pilot
has never sat in the cockpit of a Hydra, he will still have combat
bonuses as if he had been heavily trained in it. The bonuses are as
follows:
+1 on initiative.
+1 to strike.
+2 to parry.
+1 to dodge.
COMBAT BONUSES FOR S-9 HYDRA TRAINING:
NOTE: Most pilots never receive Advanced Hydra Training. The people that do
are the elite.
BASIC S-9 HYDRA COMBAT TRAINING
2 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels two, five, seven, and ten.
+2 on initiative.
+3 to strike.
+4 to parry.
+3 to dodge.
ADVANCED S-9 HYDRA STARFIGHTER COMBAT TRAINING
4 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels two, four, six, eight, ten, twelve, fourteen, and fifteen.
+4 on initiative.
+6 to strike.
+8 to parry.
+3 to dodge plus an additional +1 to dodge at every even number level of experience.
REFERENCES USED IN THIS DESIGN
Colony Wars by Psygnosis, by Sony Playstation
The X-Wing and TIE Fighter Computer games.
The X-Wing novels by Michael A. Stakpole and Bantam books.