ELEPHANT-Class Landship
PREVIOUSSHIPS HOMEPAGENEXT

ELEPHANT-Class


An ELEPHANT rigged with sails (the party barge Western Suns).

The EDF renamed the original LOUISA the ELEPHANT when they took custody of her; They are used to move military and civilian supplies everywhere, and are a common sight to those who travel frequently. Variants include mass transit models, moving as many as 1,ØØØ people from Nuevo Los Angel to New York in a few hours to pleasure yachts and ship. Also, military versions are routinely equipped with a few medium weapons for self defense.
Every new type of Landship starts out with a modified ELEPHANT-Class; The first EMIL LANG-Class was a hastily converted ELEPHANT; The first FOLKER concept prover was the battleship USS IOWA on an ELEPHANT, set in special mounts called "saddles"; The first HAYES-Class was an EMIL LANG; and the first MULE-Class was the ELEPHANT-Class MULE re-fitted as a towship. The versatility of the ELEPHANT-Class promises to keep it around for a long, long time to come; ELEPHANTS can be instantly switched between any given type of platform, so there's no KNOWN technological limit to their abilities.

A "softee" (an ELEPHANT rigged with a soft-
cover tarp, probably for heavy industrial cargo).
A feature more or less unique to the ELEPHANT is sails; Though any type of Landship can be rigged with sails, only the ELEPHANT-Class are routinely run by sail power; This saves money by reducing RPMS on the generators while so rigged. The masts can be fully retracted into the hull under water and air tight flush deck scuttles, completely out of the way for cargo if so necessary. Pleasure cruise variants commonly use their sails for dramatic effect amongst their passengers, though high-speed passenger liners prefer not to as the ship must run slowly under sail.
Model Type: Cargo Ship
Crew: Varies; From as few as 3 to as many as 1ØØ or more for a passenger liners.
Passengers: Also varies.
MDC By Location:
Hull- Generally 1 MDC per cubic foot; IE, a 1ØØ foot long×2Ø foot beam×5 foot deep hull would have 1,ØØØ MDC.
Bridge compartment-
On Water Props (if any, generally 1-4)-
Towers (If any, generally one every 5Ø to 1ØØ feet)-
M-16 Turret Gunners Compartment-
M-16 Turret Laser Generator/Upper Arms (2)-

5Ø each
1ØØ each
3ØØ
15Ø each
M-16 Turret Laser Cannon Barrels (4)-
M-16 Turret M.R.M. Launchers (2)-
M-16 Turret Gatling Gun-
M-16 Turret Radar Array-
Anchor Cables (usually 2 to 4)-
1ØØ each
15Ø each
1ØØ
1ØØ
2Ø each

Note: Usual conditions apply.

Speed and Statistical Data:
Maximum Hover Speed: 2Ø knots
Maximum Hover Ceiling: 1ØØ feet
Maximum Sailing Speed: Ø2 knots for MOST pleasure craft,
though racing models can reach up to 1Ø knots or better.
Range In Hover: No limit; You could easily raise the anchors
and continuously cruise forever, especially if you ran ONLY
on sails for both propulsion AND power.
Height, Beam, and Length: Varies from 5 feet for all three to the
supercruiser UES ALAMO at 1Ø miles long, 3 miles beam, and
1ØØ feet deep in the hull.
Weight: About ½ tone per cubic foot; A 1ØØ foot×2Ø footר5
foot hull would weigh 5ØØ tons. This number DOES vary, and the
larger the ship is, generally the LESS it weighs per cubic foot.
Cargo: about 1 ton per cubic foot; A 1ØØ foot×2Ø footר5 foot
hull should be able to carry about 1 million tons of cargo.
Displacement: Ships weight+cargo/4; In the case of the 1ØØ foot×
2Ø footר5 foot hull, assuming standard construction, the total
displacement would be 25Ø,125 tons with full cargo.
Power System: These ships are usually equipped with THREE types
of power; The captain holds full discretionary powers WHICH is to be
considered primary, secondary, and tertiary.
1: Small Nuclear Reactor; Output: 2,5ØØ KWh at 1ØØ,ØØØ
hsp; Lifespan: 1Ø to 15 years.
2: Large Hydro-Cell Engines; Output: 1,5ØØ KWh at
75,ØØØ hsp; Lifespan: Though exact ranges vary based on use,
generally there is 1,ØØØ gallons per every 1ØØ³ feet of hull
below the weather deck. Every gallon equals ABOUT 2Ø running
hours; at maximum speed, this would equate to 4ØØ nautical miles.
Higher speeds reduce fuel efficiency up to 15%.
3: Solar Sails; Also can be used for wind sailing. Output: 1,2ØØ KWh
at 65,ØØØ hsp; Lifespan: Unlimited.
4: Reserve Batteries; Used for emergency power and at night if running
low-power (basically hovering at anchor). Output: 7ØØ KWh
at 5,ØØØ hsp; Lifespan: 4ØØ hours before serious drain shows;
will usually last another 4Ø before grounding/stalling at sea.
NOTE: This is by no means a primary power source; The
batteries MUST be recharged as often as possible.
Flight Systems: Grav Pods.
Thrust Systems:
Primary: KKS-451 Traction Drive; Output: 21,ØØØ hsp at
43,ØØØ pounds thrust; Range: Unlimited.
Secondary: HCS-413 Hydro-Cell Scram Jets; Output: 2Ø,ØØØ hsp
at 39,ØØØ pounds thrust; Range: Varies on use.
Tertiary: Solar Sails; Solar sails are the preferred method of thrust for
passenger liners. Output: Varies GREATLY by weather conditions;
Range: Unlimited if favorable weather.
Quadiary: 1 to 4 screw propellers; Only useful in the water.
Output: 1Ø,ØØØ hsp at 25,ØØØ pounds thrust; Range: Unlimited.
Hull Life: 2Ø years before SLEP, 1Ø-15 after.
Cost: 1Ø,ØØØ€ per ton; 5ØØ tons equals 5 million€.
Availability: From 5 foot×5 foot×1 foot rafts to 2Ø foot×1Ø foot×1Ø foot
yachts: Always available from your nearest dealer; 2Ø foot×1Ø foot×1Ø
foot to 1Ø foot×2Ø foot×1Ø foot cargo ships: Special order, generally
taking 6 to 8 weeks for delivery; Above that will take 6 months to 1 years
at a shipyard.
Black Market Cost and Availability: Stolen ships are occasionally available,
but the market for these HIGHLY EXPENSIVE platforms just isn't big
enough to justify anything over a yacht. Still, they can be had for a
"reasonable price" on and almost constant basis.



Weapons Systems
1. Cutting Stick: Essentially nothing more than a blunt-tipped, heavily serrated knife on an approximately 3 foot pole. Ideal for cutting lines without getting too close.
Purpose: Cutting line under tension.
Damage: 1D4 SD; No PS bonuses apply.
Range: 1 to 3 yards, depending on who made it and what mood he was in at the time.
Attacks per melee: Per user.
Payload: Unlimited (until some asshole breaks it).
For more information click HERE.

2. Model-16 Anti-Aircraft Turret: Based on the upper body of the Mecha Knight Destroid, each military ELEPHANT has these anti-aircraft turrets, each arranged differently. Each has 4 types of weapons: A pair of Laser Cannon "arms", "shoulder" missile launchers, quintary head lasers, and a "belly" 2ØMM, 5-barreled Gatling guns for anti-missile defense. Special bonus: The turret has it's own built-in fixed forward radar, giving it +2 to strike. Loss of this radar negates this advantage, but the guns and missiles can still be trained by information from the Combat Information Center.

A) Laser Cannons (6): Based on the laser cannons on the Raidar X, these are the main weapon of the turret. NOTE: These guns fire in tandem, like pom-pom guns. If one barrel is damaged, reduce the damage and rate of fire FOR THAT ARM by a third. Each gun must be targeting the same object as the other (can not be independently targeted).
Purpose: Anti-Aircraft/Ship.
MD: 2D1Ø short burst, 4D1Ø medium burst, or 6D1Ø long burst.
Rate of Fire: 8 short, 4 medium, or 2 long bursts per arm per melee per gunner's attacks per melee.
Range: Ø8 miles.
Payload: Unlimited.
B) MRM Launcher Shoulders (2): A pair of MRM launchers mounted at the approximate position as the shoulders.
Purpose: Anti-Ship/Aircraft.
Missile Type: Medium Range.
Rate of Fire: Volleys of 1, 2, 3, 4, 6, 12 or all 24 per gunners attacks per melee.
Payload: 24 per launcher (48 total); Reloading takes about 5 minutes for a full reload (1Ø missiles take about 1 melee).
C) Quintary Head Lasers: Toggled directly to the gunners eyes, this weapon shoots where they see. Based directly off of the old VF-1 lasers, there are 5 lasers, arranged in the lesser-known Zulu configuration.
Purpose: Anti-Missile Defense.
MD: 5D6 per blast.
Rate of Fire: Per gunners attacks per melee.
Range: 2,ØØØ feet.
Payload: Unlimited.
D) 2ØMM Vulcan Gatling Gun: This gun is actually automated. The gunner activates the weapon by flipping a red switch under a cover on the control panel. The gun can NOT tell friend from foe, only whether an object is closing with the ship and how fast it is moving. If it meets certain criteria, the gun fires, throwing a wall of lead that either shreds the missile OR causes it to prematurely detonate.
Purpose: Anti-Missile Defense.
MD: 5D6 per 1Ø round blast.
Rate of Fire: Up to 6 per melee.
Range: 6,ØØØ feet.
Payload: 6,ØØØ rounds (6ØØ bursts). Reloading takes 2Ø minutes.

3) Crews Weapons: No sailor worth his grog would be without a knife, and every manner of weapon has been found on these vessels; Some strictly forbidden to civilians.








Civilian Features:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Civilian grade radar. Range 5Ø miles, can track up to 25 individual targets. 95% reliability (ØØ% against unfriendly stealthed vehicles).
  • Blue Force Tracker: Identifies friend from foe. Overlays the information
    on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from other friendly units in the area. Effective land navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD and HDD. 5Ø hours
    of recording available.


  • Survival Pack: A pack of simpler emergency survival supplies:
    Sleeping Bag
    Black Light
    GPS
    First Aid Kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic),
    Plasma Torch (for small repairs and starting fires)
    Repair Kit (with MDC Repair Spray)
    Sewing Kit (a small spool of thread and 5 needles)
    7 star flares (25Ø foot apogee)
    7 White Parachute Flares (1,5ØØ foot apogee)
    1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength)
    2-5 days rations
    2 gallons water
    Water purification kit (good for about 1Ø gallons)
    Manual-inflating liferaft (for at-sea abandonment)
    Self-inflating lifevest (15# buoyancy).
    The liferaft can double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide).
  • Military Features: Only available on Military ELEPHANTS; These are IN ADDITION TO the above.
  • Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles). The ships STILL have the civilian grade radar as well.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:Ø1-5Ø Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
    51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
    76-ØØ No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons. The jamming pod is mounted on the mast.
  • LDP (4): Launched Decoy Pods. Located on the fantail. The ships carry a special pod that carries four advanced launched decoy drones, specially designed lures that creates a radar image to mimic the ship. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but have no effect on Invid Protoculture sensors.
    M.D.C.: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes.
    Rate of Fire: Per pilots attacks per melee.
    Payload: 16 Decoys total.
  • Optic Systems: Infrared: 2Ø miles, Magnification: 15×; Ultra Violet: 22 miles, Magnification: 25×; Night Vision: 24 miles, Magnification: 8×; Color Filters: 19 miles, Magnification: 2ØØ×
  • Combat Bonuses from ELEPHANT-Class Combat Elite:
  • 2 additional attack per melee.
  • One additional Attack Per melee at levels 3, 12, and 18 with any additional bonuses for the crew.
  • +4 Strike (in addition to individual +2 strike for the M-16 turrets).
  • +2 Roll.

    PREVIOUSSHIPS HOMEPAGENEXT