Aliens Unlimited Galaxy Guide, Notes and New Material

the Aliens Unlimited Galaxy Guide (AUGG) for the Heroes Unlimited Roleplaying Game is a wonderful source book for phase world games. not only does it and the Aliens Unlimited Sourcebook have a multitude of alien races to draw on, but the Galaxy Guide has a system for the creation of starships! While the ships built using the AUGG are generally not as fast, as tough, or as powerful as those in the Phase World books, the system can be used to represent ships from younger races or ships built with an alternative technological development than the Contragravitic technology so prevalent in Phase World. This opens up the game to allow some more interesting adventures and encounters, not unlike how the technological disparity between Humanity, the Centuari, and the Mimbari made for such interesting dynamics in the Babylon 5 Series.

Conversion Notes:

now, the book has some problems when trying to bring it into the medium-soft SciFi setting of how i perceive phaseworld, but most are easily correctable. in regards to problems with the rules themselves, there isn't much. unlike most Palladium games, the Author addressed things like Acceleration (in fact i borrowed the basic system for my Cinematic Realism rules.) mostly there are some minor isues with how certain technologies were presented. some just could never work as described, others had the basic correct but missed one or two important points. i've outlined the main ones below, and suggested corrections.

    1. Interstellar ramjets are actually worthless inside a solar system. solar wind sweeps away all the gases they'd collect. so the listed penalties for traveling outside a solar system should be applied Inside a solar systems heliopause. note that our own solar system sits inside "The local bubble", a region of lower than average density of stellar gas. so Interstellar ramjets should generally suffer the penalty for reduced gas presence anywhere within roughly 300 light years of our own solar system. in places like nebula the drive would work fine, and should be more common in such places. Keep this in mind in phase world, since such "local bubbles" should exist there as well, and can be a wonderful GM tool.

    2. the Negative matter drive as described should be unable to function. tethering an antigrav source to your ship would be like trying to propel a sailing ship by using a big fan to blow air into the sails. the momentum vectors cancel out and you go nowhere. a more plausible method of use would be either ejecting negative mass out in a steady stream (presumes you can generate the stuff), or using a core of negative mass to make your ship have less effective mass, thus letting you use a more conventional drive to greater efficiency. (the "tethered negative mass" approach was drawn from the Diametric drive proposal in the 1990's. the flaws in the proposal then are the same as listed above.)

    3. Tachyon Drives are a very real possibility ( http://mist.npl.washington.edu/av/altvw61.html ), though i doubt that was what the Author intended. to sum up the very complicated description in the link, such a drive would generate a stream of tachyons by manipulating other particles, the result of which would be a very powerful drive apparently generating kinetic energy from nothing, at the expense of high energy drain by the device generating the Tachyons.

    4. microwave sails generate big magnetic fields to catch solar wind, which pushes the ship along. "tacking", or angling the fields in relation to the solar wind, allows the ship to maneuver, even go "against the wind". they are not physical sails, but rather massive magnetic fields projected in front of the ship. for the AUGG version, GM's should assume the physical sail parts are the magnetic field generators. magnetic sails should provide some protection from particle beam weaponry (it's the Gm's call on this one, but i'd suggest no more than a 10% reduction in damage. particle beam weapons tend to be much more focused than solar wind). in addition, it is possible to use massive particle beam projectors to 'boost' a microwave sail ship up to higher accelerations.

    5. laser sails (also known as solar sails) do not require lasers to function, they can use any strong source of light. including stars. but large laser systems are the most efficient and get it up to speed faster. note that you cannot carry lasers along with you to propel your own sails, for the same reason the negative matter on a string approach won't work. lightsails can use the light from a sun to accelerate, decelerate, and "tack" into new orbits, but will be much 'slower' when doing so than when boosted by massive laser systems.

    6. drive lasers for solar sails and drive particle beams for microwave sails , as well as communications lasers or particle beams capable of sending across a solar system (much less interstellar space) are immensely powerful and precisely focused, and can be turned into weapons in a pinch. i leave it to the GM as to the details, but generally a drive laser would be able to destroy ships about a tenth of the distance it can normally be used for propulsion, so a drive laser or particle beam able to push ships for up to 10 AU (about 80 light minutes) could probably inflict immense damage on a ship out to one AU. while a ship mounted or ground based comm laser could probably damage ships from hundreds of miles away. generally drive lasers and particle beams are built in orbit using solar power or on board reactors, or they can be built on airless planets or moons. it is also worth noting that you can use smaller drive lasers with certain types of chemical drives to boost a ship out of an atmosphere, and such launch systems could be used to damage ships in orbit as well.

    7. for communication, radio and lasers have the same limitation. the speed of light. both take a year to travel one light year. statements to the contrary (which imply lasers are faster than radio) are incorrect. however, lasers are rather more efficient than radio for long range comms. radio signals fade rapidly, so multi-lightyear ranges require massively powerful radios. a laser, being directional and finer focused, needs a fraction of the power. (Radio signals, unless directional and backed by immense power, will generally fade into the background after about 5 light years. this makes it pretty much impossible to detect a race by picking up it's radio and TV signals in a SETI type program unless your already right next door. lasers on the other hand will just get dimmer, but can be detected much much farther out) the long range sensor system (able to observe stuff several light years out) is basically a powerful observatory. able to see things that far out, but your still just seeing what was there years before when that light left.

    8. no detail is given about how these drives pull off FTL, but the book's description blatantly violates nearly every every precept of Einsteinian physics, by ignoring the fact no ship can exceed the speed of light, because as you approach the speed of light the energy needed to speed up increases exponentially, and to reach the speed of light itself requires infinite energy. accelerating past the speed of light is thus fundamentally impossible. even for comic book physics, this is an inexcusable oversight. Instead it it should be assumed that ships sidestep the issue by entering into a different but connected dimension, where distances are much shorter but locations correspond with places in our universe, which ships can use as a 'short cut' to reduce their travel time. The different FTL factor speeds could represent either some aspect of the FTL system giving faster speeds in that other dimension, or that there are several layered parts to that dimension one can access, each allowing 'faster' travel, but that can only be accessed with the right modifications to the drive.

    9. In terms of FTL, the AUGG ships are slow. Each Factor of speed is equal to one multiple of the speed of light. so a ship with Factor 2 FTL can travel two times the speed of light. this sounds speedy, but compare this to Phase World ships. Traveling at One light year per hour, which would be considered slow for Phase World, is equivalent to 8766 AUGG factors. for those wanting to find the light years per hour speed of their AUGG ships, divide the listed Factor speed by 8766. for most ships this will result in decimal place results. an alternative approach would be to divide 365.25 days by the number of factors, to find out how many days it takes to traverse one light year. for AUGG ships, traveling one light year a month is fairly typical, and one light year per week is pretty high performance.

    10. In regards to sub-light, light speed is roughly 1,000,000 mach, as pointed out in my Cinematic Realism rules. the listed times in the book to get to light speed, with or without 'accelerators', in the book should be considered the time it takes to charge up the n-mass field to FTL levels. at 1 mach per melee of acceleration (about 2 g's), it would take 92 days if you did it just on sub-light drive. although given the energy use and issues with time slowing down from relativity, anything over 60% the speed of light (600,000 mach) is not recommended. (note: trips between the stars at sublight speeds is not outside the realm of possibility, they just takes years to get to even the nearest destinations, and centuries or millenia to travel anywhere farther away. if a GM likes the players could encounter such "slow boat" interstellar travelers, willing to spend years in a ship moving below light speed to reach a destination, either in cold sleep or just in a long duration flight. longer duration trips would likely occur in 'generation ships', ships designed as mobile colonies so that the descendants of the original crew many generations later will arrive at the destination.)

For converting to an MDC setting, just do a 1 to 1 conversion of SDC to MDC, and divvy up the MDC value into main body and major parts as you see fit.

New Ship Creation Options:

the AUGG ship creation rules are very good, especially for the "younger races" of phase world who have yet to discover or fully develop contra-gravitic technologies. but they do kinda lack some of the more interesting concepts from scifi shows. something the following should correct a bit. the comments in Blue are notes on my thoughts when developing these items.)

New Ship Types:

Stingship:

Ultralight versions of Interceptors. little more than weapons with a drive and cockpit, Stingships typically sacrifice durability and accommodations for combat capability. Stingships are not common, most galactic powers preferring to invest in smaller numbers of larger, more durable Interceptors.

Cost/ton: 2,500
S.D.C./ton: 20
Modules/ton: 1
Crew: 1, with additional gunners as needed.
Tonnage: 5-30

interceptors only go down to 20 tons, while shuttles go down to 5. since even a 20 ton interceptor is more the size and abilities of a real world bomber, i created stingships to fill that gap. the TIE fighters of star wars are a good example of stingship like vehicles, as are the fighters from Battlestar galactica (new and old)

Scout:

Often called Shuttles on Steroids or Midget Warships, scouts are the smallest proper starship class in the galaxy. slightly bigger than Shuttles, they are typically equipped with full STL and FTL drives and (cramped) accommodation for long duration travel. Scouts are typically employed by the galactic as reconesance and surveillance vessels, or as "gunboats" and patrol craft.

Cost/ton: 4000 credits
S.D.C./ton: 40
Modules/ton: 2
Crew: 1 per 50 tons
Tonnage: 100-400 tons

Dreadnought: the largest class of standard starship in use by the galactic powers, dreadnoughts are rare and massive vessels typically seen forming the core of battle fleets or as the flagship for an entire stellar nation. essentially a 'super-battleship', Dreadnoughts routinely carry sufficient firepower to decimate an entire fleet of lighter vessels on their own. the galactic powers posses few Dreadnoughts, and only the Atorians have sufficient numbers to field multiple Dreadnoughts in a fleet.
Cost/ton: 50,000 credits
S.D.C./ton: 500
Modules/ton: 3
Crew: 25 per 100 tons
Tonnage: 5000-50,000 tons
special: due to it's size, dreadnoughts are capable of mounting normally fixed emplacement weapons like great cannons and fusion cannon as turret mounted weapons.

standard AUGG ship types are great if you want to replicate star trek-ish type ships, but if you want to make Imperial Star destroyer or Colonial battlestar analogs, with massive firepower and dozens of fighters, your pretty much out of luck. the Dreadnought class was created to allow this. I've fluffed them as rare, since usually it is easier and cheaper to build an equal tonnage of smaller battleships. dreadnoughts are incredibly powerful, capable of carrying dozens of the biggest guns, hundreds of smaller guns, and dozens of fighters. this is especially true with weapons like my Extended ballistic missiles, which a dreadnought can pack a dangerous amount of. however, said EBM's were included largely as a counter of dreadnoughts, which are probably the only vehicle able to withstand the 200kiloton fusion warheads of EBM's... technically there should be a still larger class, super-dreadnoughts, which can get as big as the largest space stations and which would be equivalent to things like super star destroyers and massive generational colony ships...but even i'm not feeling that munchkinistic. However it should be easy enough for Game Master's to extrapolate from the Dreadnought class of vessels and the largest space stations.


New Armor:

Charged Armor:
This armor system comprises of multiple layers of spaced plates of crystalline armor that when exposed to electrical and magnetic stimulus, grow harder and store electric charges. damage from lasers and kinetic projectiles is reduced due to the harder armor, particle beams and plasma is disrupted by the magnetic fields of the armor plates, and detonations of explosive weapons are disrupted by electrical discharges from impacting the armor plate. this system has it's drawbacks however. it is bulky and mass intensive compared to standard armors, and it is susceptible to chain reacting if struck just right, damaging itself in sympathetic energy pulses as it attempts to stop impacts that are not there
Special rules: all damage inflicted to the vessel by non-magical, non-psionic weaponry is reduced by 1/2. however, all critical hits inflict x5 damage to the vessel, instead of the standard modifier.
stats: can be fitted as Light, medium, heavy, or battleship armor. credit and module costs are doubled. can be fitted as turret and launch/landing bay armor

New Systems:Archaic Technology:

not all members of the galactic community are equally advanced. some races and nations fall behind the curve in regards to technology, others are just starting to employ true space travel an have yet to refine their systems, and others still cut corners for profit and productivity. the systems produced by these types of races are often bulky and over massive compared to their more refined galactic counterparts, but manage to acheive the same levels of capability, often through more "brute force" methodology or by using alternative but less efficient techniques.
Special rules:
any system on a ship the GM deems to be "archaic", representing a less advanced version of the standard AUGG system, uses twice as many modules than the standard AUGG version. this represents that heavier and bulkier components have been used. there is no limit on how many "archaic" systems can be on a ship, or what types they can be. a ship built by a race that just entered the galactic stage for example, might have all of its technology, from drives to weapons to crew quarters, fall under this rule.
(this rule is to allow more variety in ship construction. using it you can have a "star trek enterprise" feel with all your ships being behind the galactic curve, or a "stargate" feel with ships built using both archaic and advanced technology. it's also good for making "low budget" ships, ships built intentionally with less advanced tech than is possible to keep the costs down. it's also great to represent the kind of ships that have seen lots of use and have a hodgepodge of systems and kludged together repairs.)

Ramscoop:
a powerful array of ionizing lasers and magnetic fields used to ionize and attract stellar gasses. typically found matched with a special fusion drive to create the interstellar ramjet drive, Ramscoops can be fitted to any spaceship the required hydrogen fuel to operate (either as fuel for it's drive or as fuel for it's power core) in addition, Ramscoops have the ability to be a potent, if usually improvised, weapon system. the massively powerful magnetic field required to suck in ionized gases from across multiple light minutes can scramble any electronics or energy grid that enters the field, including the nervous systems of most organic life forms and the equivalents used by most inorganic lifeforms. in addition, matter hitting the field generates strong radiation as a byproduct of its being slowed down by the field, which can be lethal to unprotected organic life forms (even those resistant to radiation.) the ramscoop equipped ship is designed to create a "null field" around itself, an small area where the ramscoop's magnetic fields cancel each other out and where the fields protect the ship from radiation. (otherwise the ship would fry its own electronics and any crew it possesses.) in a combat situation, a ramscoop equipped ship can maneuver to catch the enemy in it's ramscoop, typically disabling the enemy vessel. (note: a ramscoop is automatically included if the vessel uses the interstellar ramjet drive. this system is to represent the scoop itself when fitted to other drive types.)

Stats:
modules:
0.1 per ton.
cost: 1000 credits per ton.
Rules: the ramscoop field extends for 2 light minutes (15,000 miles/240,000 km) in radius. any vessel entering the field closer than 1 light minute (37,500 miles/60,000 km) radius from the ramscoop equipped ship has a 80% chance of being completely disabled, it's computers, drive, and systems fried. vessels not disabled will find their computers, drives, and systems shutdown by automatic safety fuses, and will require simple repairs to reactivate. all crew and passengers have to make a saving throw against death, regardless of race. beyond 1 half light minute the field has a mere 30% chance of frying the systems of a ship, and the crew merely has to save against coma. vessels equipped with a functioning and active ramscoop of their own are unaffected by entering the field of another ramscoop (the ramscoop system automatically adjusts to avoid harmful interaction with other scoops)
(note: yes this is an extremely powerful system, and could be very munchkinistic. this is why I've included various countermeasures that make running a ramscoop useless or dangerous to use against a prepared enemy.)

Radon bomb:
essentially a "depth charge" dropped behind a ship in flight, a radon bomb is a canister of radioactive radon gas designed to detonate when it enters a ramscoop field. the radon is sucked up by the ramscoop, where it contaminates the hydrogen being collected, rendering it useless for fusion. this renders the interstellar ramjet drive inert until the contaminated hydrogen can be purged from the collected fuel. (not effective against ramscoop equipped M/AM drive (aka antimatter drive) systems, which do not rely on fusion systems.)
Special rules: a ramscoop equipped vessel effected by a radon bomb will immediately cease accelerating, it's fusion system shutdown by the contamination. purging the contaminated fuel and restarting the fusion system requires 1D6 hours to achieve. (note: it typically takes about a half hour for gasses in the field to go from edge to center.)
Cost: 250,000 credits each
module cost: 5 modules each.

Soft Artificial intelligence: while all starships usually have their systems tied into a central computer for co-ordination and emergency control purposes, rarely does the computer itself have much influence on the ship. the addition of a "Soft AI", an AI program with decision making programming, allows the ship to operate without crew input. this program is not self-aware except in the most limited sense, and does not have emotions or the ability to adapt it's own programming. it is little better than a self-operating drone. while a ship operating under soft AI control is capable of working without crew, it is limited. it can plot courses, but always along the optimum path. (thus it cannot plot of a winding path designed to avoid detection but that takes longer.) it can fight battles, but it's tactics will be simple and basic.

Special Rules: requires the Super-navigation computer and Autopilot computer as prerequisites. the computer has an equivalent IQ of 8 and no emotions or alignment. just a powerful computer. equal to a type 2 AI from the HU robotic hero class.

Costs: module cost- 0.1 modules per ton, credit cost- 500,000 credits per ton.

(basically the equivalent to the modern UCAV's. no human simulation at all, just a computer able to make choices based on the available data. no self-preservation.)

Hard Artificial intelligence: Hard AI is similar to Soft AI, but instead of just a computer able to choose, a Hard AI is capable of thought equal to a human (or other race) mind. it feels emotions, has a sense of self, and is capable of learning and adapting. because of this, it is much more capable, able to use unconventional tactics and methods. however, unlike humans and most other races, it is not capable of intuition. it must calculate and examine all the options, and choose the one that best fits. while it calculates much faster than a human can, it cannot leap from evidence to conclusion directly.

Special Rules: requires the Super-navigation computer and Autopilot computer as prerequisites. the computer has an intelligence of 20, feel emotions (or something rather similar to them), and is capable of intelligent discourse. due to concerns over free will, Hard AI's are usually programmed with a large amount of operational restrictions and 'loyalty' programs to prevent them from going 'rogue' or to destroy them should the creators deem them to be dangerous or out of control. can be given skill programs at normal robotics costs. (represents the computers database). equal to a type 3 AI from the HU robotic hero class.

Costs: module cost- 0.2 modules per ton, credit cost- 1 million credits per ton.

(this is you basic Bolo type AI, almost but not quite human thinking. also good for Saberhagen's Beserker type AI's, though those would have none of the safeguards mentioned.)

Self-Repair system:

a system of spare parts storage, robotic drones, microfabrication systems, and other components designed to allow the ship to maintain and repair itself outside of a shipyard. overseen by several damage control computers (for redundancy), the system is capable of replacing armor, repairing structural damage, replacing damaged components, and constructing new spare parts from raw materials.rules: has Mechanical engineer, robot electronics, computer repair, Robot mechanics, mechanical engineer, and Spacecraft mechanics, all at +20%. can repair up to 10 SDC per ton each day of repair (it takes time to swap out armor plates and structural components), during which it cannot accellerate or engage in FTL travel.

costs: module cost- .2 modules per ton, credit cost- 1.5 million credits per ton.

gives the ship the ability to repair itself and operate away from established bases, but takes days or weeks to repair extensive damage, and during that time it can't really do much else travel wise. just coast along or sit in orbit somewhere. thus it can't really fix itself in the middle of battle.

Over sized Weaponry: while most of the galactic community use weaponry that is standardized as the result of millennia of trade, corporate espionage, and reverse engineering, there are some races and manufacturers that produce "non-standard" weapons somewhat larger than is typical. these weapons are larger and more damaging than their standard equivalents.

rules: any non-missile weapon can be built over sized, multiple times it's standard damage. for each multiple of the standard weapons damage, the module cost increases by 50% of the base module use, and the cost in credits increases by the same multiple as the damage. so a light laser tripled in damage (3D6x10+18 S.D.) would use 1.5 modules and cost 150,000 credits, and still have the 6 mile range.

(this rule allows a larger array of weaponry than standard AUGG options. generally, over sized weapons will take up more space and cost more than an equivalent damage system from a larger weapon size category, and will not have a longer range. as such, it is best used to add variety to the different weapon systems, used to add high powered weapons to vehicles unable to use weapons from higher weapon size categories (such as fighters, which rarely can exceed the medium weapons category), or to add really massive weaponry to battleships and dreadnoughts.)

Light weapons-

Plasma cannon: fires bolts of super hot ionized gas.
Range: 2 miles (3.2km)
Damage: 3D6x10 S.D.
Modules: 1
Cost: 100,000 credits
S.D.C: 150

Short Range External Missile Rack: single missile hard point mounted on the hull of the ship. cannot be reloaded except by spacewalk.
Range: varies
Damage: varies with missile type
Modules: .1 each
cost: 2,000 credits each (rack only. each missile costs 1000 credits)
S.D.C.: 5. depletion of the S.D.C. will cause any missile still mounted to explode.
note: can be mounted into any size of ship

Short Range missile box launcher: an array of one use tubes containing a single missile per tube, allowing multiple packs of missiles to fire off at once. cannot be reloaded except by spacewalk.
Range: varies
Damage: varies with missile type
Payload: 10 missiles per launch array. multiple launch arrays can be tied into a single massive launcher.
Rate of Fire: can fire any and all missiles in its launch array in a single volley.
Modules: 2 per launch array
Cost: 50,000 credits per 10 missile launch array
S.D.C.: 200 per 10 missile launch array. depletion of the S.D.C. will cause any missiles still present to explode.

Medium weapons-

Plasma cannon: fires bolts of super hot ionized gas.
Range: 4 miles (6.4km)
Damage: 1D4x100 S.D.
Modules: 2
Cost: 300,000 credits
S.D.C: 250

Medium Range External Missile Rack: single missile hard point mounted on the hull of the ship. cannot be reloaded except by spacewalk.
Range: varies
Damage: varies with missile type
Modules: .2 each
Cost: 6,000 credits each (rack only. each missile costs 2000 credits)
S.D.C.: 10. depletion of the S.D.C. will cause any missile still mounted to explode.
note: can be mounted into any size of ship

Medium Range missile box launcher: an array of one use tubes containing a single missile per tube, allowing multiple packs of missiles to fire off at once. cannot be reloaded except by spacewalk.
Range: varies
Damage: varies with missile type
Payload: 10 missiles per launch array. multiple launch arrays can be tied into a single massive launcher.
Rate of Fire: can fire any and all missiles in its launch array in a single volley.
Modules: 3 per launch array
cost: 100,000 credits per launch array
S.D.C.: 200 per launch array. depletion of the S.D.C. will cause any missiles still present to explode.

Heavy Weapons:

Plasma cannon: fires bolts of super hot ionized gas.
Range: 8 miles (12.8km)
Damage: 2D4x100 S.D.
Modules: 4
Cost: 600,000 credits
S.D.C: 400

Long Range External Missile Rack: single missile hard point mounted on the hull of the ship. cannot be reloaded except by spacewalk.
Range: varies
Damage: varies with missile type
Modules: .5 each
cost: 12,000 credits each (rack only. each missile costs 12500 credits)
S.D.C.: 15. depletion of the S.D.C. will cause any missile still mounted to explode.
note: can be mounted into any size of ship

Long Range missile box launcher: an array of one use tubes containing a single missile per tube, allowing multiple packs of missiles to fire off at once. cannot be reloaded except by spacewalk.
Range: varies
Damage: varies with missile type
Payload: 10 missiles per launch array. multiple launch arrays can be tied into a single massive launcher.
Rate of Fire: can fire any and all missiles in its launch array in a single volley.
Modules: 6 per launch array
Cost: 200,000 credits per launch array
S.D.C.: 600 per launch array. depletion of the S.D.C. will cause any missiles still present to explode.


Anti-ship Weapons:

Plasma cannon: fires bolts of super hot ionized gas.
Range: 16 miles (25.6km)
Damage: 3D4x100 S.D.
Modules: 4
Cost: 720,000 credits
S.D.C: 400

External Bombardment Missile Rack: single missile hard point mounted on the hull of the ship. cannot be reloaded except by spacewalk.
Range: varies
Damage: varies with missile type
Modules: 1 each
cost: 30,000 credits each (rack only. each missile costs 625,000 credits)
S.D.C.: 40. depletion of the S.D.C. will cause any missile still mounted to explode.
note: can be mounted into any size of ship

Battleship Weapons:

Bombardment missile box launcher: an array of one use tubes containing a single missile per tube, allowing multiple packs of missiles to fire off at once. cannot be reloaded except by spacewalk.
Range: varies
Damage: varies with missile type
payload: 4 missiles per launch array. multiple launch arrays can be tied into a single massive launcher.
Rate of Fire: can fire any and all missiles in its launch array in a single volley.
Modules: 12 per launch array
cost: 1,000,000 credits per launch array
S.D.C.: 1200 per launch array. depletion of the S.D.C. will cause any missiles still present to explode.

Fusion Cannon: a combination plasma cannon and fusion chamber. fires a still fusing mass of super hot ionized gas.
Range: 64 miles (102.4km)
Damage: 1D6x1000 S.D.
Rate of Fire: once per melee
Modules: 12
Cost: 3,600,000 credits
S.D.C: 800
note: like great cannon, fusion cannon are not turreted on normal vessels, but built into the ship facing forward.

Orbital Artillery System: 5 ton re-entry vehicles for bombardment of a planets surface from orbit. each RV has a chemical rocket system to accelerate it out of orbit and to the surface at speeds of 30 feet (ten meters) per second (around mach 33.) at these speeds even a simple kinetic weapon (no warhead) can destroy entire buildings. the system has three separate re-entry vehicle types that can be employed by the system.
Kinetic- 3D4x1000 S.D. to a 30 foot (10 meter) radius (not explosive, but the pressure wave from the impact is still powerful)
Thermonuclear- a 200 kiloton warhead. 3d6x10,000 S.D. to everything within a 1 mile radius of the point of detonation. (secondary effects from Rifts Source Book 4: Coalition navy recommended)
Anti-matter- a 1 megaton warhead (note: only about 50 grams of AM). 1D6x100,000 S.D. to a 2 mile radius. (secondary effects from Rifts Source Book 4: Coalition navy recommended)
Range: 1000 miles (1600km) (can only be used against a planetary surface)
Modules: 20 per Reentry vehicle
Cost: 6,000,000 credits per reentry Vehicle
S.D.C: 1000 per Reentry Vehicle

X-ray laser: a high energy laser system. uses a micro fusion chamber to create a fusion pulse, which activates a cluster of one use lasing rods to generate the beam. after each shot the rods are replaced automatically with fresh ones.
Range: 500 miles (800km)
Damage: 1D4x1000 S.D.
Modules: 30
Cost: 2,000,000 credits
S.D.C: 2500

X-ray lasing rod pack: a pack of lasing rod "ammunition" for an X-ray laser. contains enough rods for 20 shots.
Modules: 5
Cost: 500,000 credits
S.D.C: 50

Extended Bombardment Missile Rack: super heavy missiles optimized for anti-ship combat. each missile carries a 200 kiloton Thermonuclear warhead and powerful drive for long effective range.
Range: 2000 miles (3200km)
Damage: 3D4x10,000 S.D. (if fired at a planetary surface, does full damage to everything within 1 mile radius. secondary effects from Rifts SB4:Coalition navy recommended in atmospheric use)
Modules: 50
Cost: 15 million credits
S.D.C. 5000

Extended Bombardment Missile pack (2):
Modules:
10
Speed: 8040 mph (mach 12)
Cost: 2 million credits
S.D.C.: 100
note: +3 to strike against battleship sized vessels and up, but is -4 to strike anything smaller than a Battleship, in addition to standard penalties.

new missile variants:

Interceptor Medium Range missile: anti fighter missile optimized against small, agile targets. can be used with any medium range missile system.
Range: 60 miles
Damage: as per AP warhead
Speed: as per AP warhead
Cost: 4000 credits each (pack of 10 costs 40000 credits)
S.D.C.: 40
Notes: has a +6 to strike small, fast targets, but only a +3 to strike larger, slower targets.

X-ray laser Bombardment missile: instead of a conventional warhead, this missile packs a small micro fusion bomb and lasing rods to generate an X-ray laser. once within range of the laser, the warhead detonates, generating the X-ray laser beam.
Range: 1000 miles (1600km) for the missile, 500 miles for the laser (800km)
Damage: 2D6x100 S.D.
Speed: 4020 mph (mach 6)
Cost: 1,300,000 credits each, pack of 4 costs 5,200,000 credits

ADCAP Bombardment missile: the Advanced capability Bombardment missile is equipped with a superior guidance and sensor system to make it more accurate. the ADCAP is available in all standard Bombardment missile types.
Cost: 1,300,000 credits each, pack of 4 costs 5,200,000 credits
notes: +6 to strike. also can be fired in "mine" mode. (the missile does not activate, but instead orbits or coasts along the path of the ship that fired it was on. when an enemy vessel comes into the missiles range, the missile activates and homes in on it. [treat as a random missile launch if multiple targets] often used to deploy orbiting mine fields in defense of stations or planets.)