Aetherian Multipurpose Shuttle
(Version 1.00 - Last Modified: 10/09/2002)
The Templar caste maintains a single shuttle design to support several needs of the Grand Fleet. All cargo and
troop transportation is done through two separate configurations of the Aetherian Multipurpose Shuttle. Built
to be easily modular, it is a very easy procedure to change the shuttle's mission even while deployed in space,
assuming the proper parts are available. Often, a fleet will deploy with a handful of these ships and parts to
reconfigure some of them for one or the other mission profiles.
Serving with the Grand Fleet for centuries with very little change, the Grand Fleet began experimenting with new
variations, mainly to see how they would function in a fleet. Some of these variations, such as purposely designed
armed escorts, a hospital ship, and an electronic warfare shuttle were considered, but never became widespread
because of the arrival of the Zerg Swarm and their invasion of Aiur. Some of the surviving Protoss colonies had
access to these shuttle variations and attempted to deploy them, with varying success.
Ship Information:
- Vehicle Type: Special Operations Vessel
- AMS-AT: Assault Transport
- AMS-CT: Cargo Transport
- Crew:
- Troops:
- AMS-AT: 10 (8 Zealots and 2 Dragoons)
- AMS-CT: 10 (8 Zealots and 2 Dragoons)
- Total Crew and Troops:
- Grand Army Complement: (AMS-AT only)
- The shuttle can carry approximately 700 soldiers, but usually carries three Psychic or Standard companies,
two Mechanized Company, four Observer Companies, or two Reaver Batteries.
M.D.C. by location:
- Photon Rail Guns (4) - 200 each
- Mini-Missile Launchers (4) - 150 each
- Medium Range Missile Launchers (2, ASM-AT only) - 250 each
- Cargo Bay Doors (2) - 500 each
- Main Engine - 1200 *
- Secondary Engines (2) - 600 each *
- Hull Regions (10) - 500 each
- Main Body - 5000 **
- Shield Generator - 5000 ***
M.D.C. Armor Rating - Hull Region: 8 (See Mega-Damage Properties for
more details on M.D.C. Armor and Weapon Ratings)
M.D.C. Armor Rating - Main Body: 13
Notes:
| * |
Depleting the M.D.C. of the main engines will destroy the FTL propulsion system and ship's maximum
sublight speed is reduced by 75%. Destroying the secondary engines will have no effect if the main
engine is still intact, otherwise it will completely immobilize the ship. If both engine systems
are destroyed inside the gravity well of a planet, the ship will crash. |
| ** |
Depleting the M.D.C. of the Main Body will put the ship out of commission. All internal systems
will shut down, including life support and internal gravity. |
| *** |
The shield generator creates a powerful shield around the ship. At maximum strength the shield
has 5000 M.D.C. and regenerates at a rate of 250 M.D.C. per melee round and can remain active
indefinitely. If completely depleted, the shield cannot be recreated for half an hour, after that time
it can be reactivated at full strength. |
Speed:
- Stardrive: Uses a Gravitronic Drive System with a maximum speed of 6 light-years per hour.
- Sublight: Can travel at up to 50 percent of the speed of light (0.50c) and accelerate / decelerate at
a rate of 0.9 percent of light (0.009 c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is Mach 4 (2980 mph
/ 4800 km/h) and can enter and leave an atmosphere with Earth-like gravity.
- Maximum Range: Effectively unlimited by drive system and carries about one year worth of supplies
for the crew and troops.
Statistical Data:
- Height: 60' (18.3 m)
- Width: 460' (140.2 m)
- Length: 400' (121.9 m)
- Weight: 12,000 tons (10,886 metric tons)
- Reactor System: Khaydarin Crystal Reactor with a life span of 150 years.
- Propulsion System: Anti-Gravity Generator
- Cargo: The ASM-AT has no room for cargo, other then for the cargo of the embarked troops. The ASM-CT is
basically empty except for a section used by the crew. The cargo holds can carry up to 20,000 tons (18,144
metric tons) of cargo. Cargo can be anything, such as food, liquid, weapons, or anything else.
Weapon Systems:
- Photon Rail Guns (4)
The Photon Rail Guns are an improved version of a regular rail gun. They fire charged particles encased
inside of solid shells. When the shells hit a target, they burst and the charged particles create a small,
explosive chain reaction, which causes increased damage to the target. One turret is mounted on the front,
top, bottom, and rear of the ship. Each of these point defense turrets can rotate 360 degrees and has an
arc of fire of 180 degrees.
- Range: 5 miles (8 km) underwater, 10 miles (16.1 km) through an atmosphere, and 1000 miles (1609
km) in space.
- Damage: 3D6x10 M.D. per burst of 30 rounds from a single rail gun or 6D6x10 M.D. per burst of 30
rounds from both rail guns.
- M.D.C. Weapon Rating: 12
- Rate of Fire: Equal to number of combined hand-to-hand attacks (usually 4 to 6).
- Payload: 45,000 rounds per turret, for a total of 1500 bursts per rail gun.
- Mini-Missile Launchers (4)
These are missile turrets used for point defense against enemy fighters and missiles. One launcher is mounted
on the top, bottom, and each side of the ship.
- Missile Size: Mini-Missiles
- Range: 2 miles (3.2 km) in an atmosphere and 100 miles (160.9) in space.
- Speed: 1000 mph (1609 km/h) in an atmosphere and an acceleration of 2% of light (0.02c) per
melee in space.
- Damage: Varies with type of missile warhead.
- Blast Radius: Varies with type of missile warhead.
- Rate of Fire: One at a time or in volleys of 2, 4, or 8 missiles.
- Payload: 128 missiles per launcher, for a total of 512 mini-missiles.
- Medium Range Missile Launchers (2, AMS-AT only)
These are missile turrets used for breaking through enemy defenses. One launcher is mounted on each
side of the ship.
- Missile Size: Medium Range Missiles
- Range: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,748 km / 0.43 light seconds)
in space.
- Speed: 3600 mph (5794 km/h) in an atmosphere and an acceleration of 6% of light (0.06c) per
melee in space.
- Damage: Varies with type of missile warhead.
- Blast Radius: Varies with type of missile warhead.
- Rate of Fire: One at a time or in volleys of 2, 5, or 10 missiles.
- Payload: 20 missiles per launcher, for a total of 40 medium range missiles.
Standard Systems:
- Life Support System
The ship has a fully operational life support system that provides fresh atmosphere throughout the ship. The
life support system can sustain a maximum of 850 people indefinitely or 1500 people for a short period of
time in case of an emergency.
- Electronic Warfare System
The ship is equipped with an EW package that allows it to generate 2 points of ECM and 1 point of ECCM. See
Electronic Warfare and EWSs for more details on Electronic
Warfare and Electronic Warfare Systems.
- Communication System
The ship is equipped with a Crystal Communicator with a maximum range of 3000 light-years when communicating
with other crystal communicators and half that range with other communication devices. The ship's
communication array can contact with up to 50 ships simultaneously.
- Sensor Systems
The ship is equipped with four powerful sensor systems. The first is a powerful radar array that has a
range of 15 million miles (24.1 million km) and uses standard radar waves, which are fairly easy to jam,
but it is obvious when the radar array is being jammed. The second is a standard gravity sensor that has
a range of 30 million miles (48.3 million km). The third is a standard neutrino sensor that has a range
of 20 million miles (32.2 million km). The final system is a magical energy sensor that will detect
anything that has more then 50 points of PPE or ISP, is a supernatural creature or creature of magic, or
is a dimensional anomaly within 2 light-years.
- Targeting Computer System
Connecting the ship's sensor systems with the weapon systems is the Targeting Computer System. The system
is designed to control all of the weapons currently equipped on the ship. This system can track up to
100 targets simultaneously, providing detailed information about the targets from the ships data files.
All direct fire weapons receive a bonus of +3 to strike and all missile weapons receive a bonus of +1 to
strike. These bonuses are in addition to any previously stated bonuses or penalties.
Combat Summary:
- ECM: 2
- ECCM: 1
- Combat Actions: 2
- Strike: +3 to strike with direct fire weapons and +1 to strike with missile weapons.
- Targeting System: Can track up to 100 targets simultaneously.