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Clariont Ensign.
United Galaxies Council.
ELEPHANT-Class Landship.
Clariont Ensign.
United Galaxies Council.
The EDF renamed the original LOUISA the ELEPHANT when they took custody of her; They are used to move militry and civilian supplies everywhere, and are a common
An ELEPHANT rigged with sails (the party barge Western Suns).
A "softee" (an ELEPHANT rigged with a soft- cover tarp, probably for heavy industrial cargo).
An ELEPHANT-Class Landship.
sight to those who travel frequently. Variants include mass transit models, moving as many as 1,000 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 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.
Employment
The ELEPHANT-Class is used extensive throughout the UGC to move cargos from place to place; The Spacy typically sends a few hundred in second-wave assaults to shuttle additional supplies to the troops, and even used them in space as temporary holding facilities for pressure insensitive cargoes (such as Mecha and Mecha parts). The development of the Charonina-7 Re-entry Kit makes them capable of making planetfall by themselves, if the cargo is pressure insensitive (or packed into containers that allow them to be so). They are used even more so in the private sector, both for cargo movement and, increasing, for private pleasure craft; The so-called Yankee Fiddler-Class private yachts are in fact simple (small) ELEPHANT-Class landships with some degree of superstructuring to allow for a less uncomfortable ride (or even a highly comfortable one, if you have enough money).
Model Type: Cargo Ship
Crew: Varies; From as few as 3 to as many as 100 or more for a passenger liners.
Passengers: Also varies.
MDC By Location:
Hull-
Bridge Compartment-
Props (if any, generally 1-4)-
Towers (every 50 to 100 feet)-
M-16 Turret Gunners Compartment-
M-16 Turret Upper Arms (2)-
1 MDC per cubic foot
50
50 each
100 each
300
150 each
M-16 Turret Laser 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)-

100 each
150 each
100
100
20 each

Note: Usual conditions apply.
Speed and Statistical Data:
Maximum Hover Speed: 20 knots
Maximum Hover Ceiling: 100 feet
Maximum Sailing Speed: 02 knots for MOST pleasure craft,
though racing models can reach up to 10 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 10 miles long, 3 miles beam, and 100 feet deep in the hull.
Weight: About 1/2 tone per cubic foot; A 100 foot times 20 foot times 5 foot hull would weigh 500 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 100 foot times 20 foot times 5 foot hull should be able to carry about 1 million tons of cargo.
Displacement: Ships weight+cargo/4; In the case of the 100 foot times 20 foot times 5 foot hull, assuming standard construction, the total displacement would be 250,125 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: 2,500 KWh at 100,000 hsp; Lifespan: 10 to 15 years.
2: Large Hydro-Cell Engines; Output: 1,500 KWh at 75,000 hsp; Lifespan: Though exact ranges vary based on use, generally there is 1,000 gallons per every 100 cubic feet of hull below the weather deck. Every gallon equals ABOUT 20 running hours; At maximum speed, this would equate to 400 nautical miles. Higher speeds reduce fuel efficiency up to 15%.
3: Solar Sails; Also can be used for wind sailing. Output: 1,200 KWh at 65,000 hsp; Lifespan: Unlimited.
Power System (con't):
4: Reserve Batteries; Used for emergency power and at night if running low-power (basically hovering at anchor). Output: 700 KWh at 5,000 hsp; Lifespan: 400 hours before serious drain shows; Will usually last another 40 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: 21,000 hsp at 43,000 pounds thrust; Range: Unlimited.
Secondary: HCS-413 Hydro-Cell Scram Jets; Output: 20,000 hsp at 39,000 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: 10,000 hsp at 25,000 pounds thrust; Range: Unlimited.
Hull Life: 20 years before SLEP, 10-15 after.
Cost and Availability: 10,000credit per ton; 500 tons equals 5 millioncredit; From 5 foot times 5 foot times 1 foot rafts to 20 foot times 10 foot times 10 foot yachts: Always available from your nearest dealer; 20 foot times 10 foot times 10 foot to 10 foot times 20 foot times 10 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. 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" 20MM, 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.2. 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.

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. These can range from improvised weapons like heavy wrenches to simple knives (many not even designed for combat in any form, like breadknives and rigger's knives to sophisticated high-tech combat tools designed ONLY to kill people and break things) to very sophisticated killing implements, such as BBR-71 Laser System.










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: 2D10 short burst, 4D10 medium burst, or 6D10 long burst.
Rate of Fire: 8 short, 4 medium, or 2 long bursts per arm per melee per gunner's attacks per melee.
Range: 08 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 (10 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: 2,000 feet.
Payload: Unlimited.
D) 20MM 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 10 round blast.
Rate of Fire: Up to 6 per melee.
Range: 6,000 feet.
Payload: 6,000 rounds (600 bursts). Reloading takes 20 minutes.

Civilian Features:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Civilian grade radar. Range 50 miles, can track up to 25 individual targets. 95% reliability (00% 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 3/4 (decrease skill level appropriately).
  • 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 500 miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD and HDD. 50 hours of recording available.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • 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 (250 foot apogee), 7 White Parachute Flares (1,500 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, Water purification kit (good for about 10 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 Militry ELEPHANTS; These are IN ADDITION TO the above.
  • Radar: Combat grade radar. Range 100 miles, can track up to 50 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.
  • 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 90% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
    Rate of Fire: Per pilots attacks per melee.
    Payload: 16 Decoys total.
  • Optic Systems: Infrared: 20 miles, Magnification: 15 times; Ultra Violet: 22 miles, Magnification: 25 times; Night Vision: 24 miles, Magnification: 8 times; Color Filters: 19 miles, Magnification: 200 times
  • 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 04 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 20% against smart missiles (add +20% to rolls for smart missiles).
    Effect:01-50 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).
    76-00 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: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.

    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.
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