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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

General Data

Displacement: 900 tons Hull Armor: 112
Length: 72.5 meters Volume: 12,600 m3
Price: 583.92 MCr Target Size: S
Configuration:SL Wedge Tech Level: 16
Mass (Loaded/Unloaded):8864.6/7301.103


Engineering Data

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

Electronics

Computer: 1x TL16 Fb, 2x TL16 St
Commo: 1x TL-16 300,000 km Radio (10 hx; 10 MW)
1x TL-16 300,000 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 workstations

Armament

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 above)

NameShortMediumLongExtreme
35 Mj Laser Turret6:1/5-15 12:1/5-15 24:1/5-1548:1/5-15
800 Mj Laser Turret6:1/23-73 12:1/23-73 24:1/11-35 48:1/6-18

Accommodations

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

Notes

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.


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