Consortium Champion class Heavy Cruiser:


This ship design is a possible replacement for the Warshield cruiser that has served proudly in the CAF fleet for several centuries. The CAF has no plans on decommissioning the Warshield class cruiser anytime soon but instead plans on using the Champion heavy cruiser supplement the Warshields. This ship, while having a better missile battery than a old Everest class heavy cruiser, carries a powerful heavy energy battery and is designed to engage other ships with beam weaponry more frequently than a Warshield class. The ship also carries improved systems and was more advanced than any other large scale ship class in the CAF at the time of initial production. There have only been a small number of these cruisers constructed at present but the plans are for this ship class to slowly replace the Warshield cruiser as new production. The naming of individual ships in the class is not fully clears but that pattern so far has been to name ships after famous historic ships especially cruisers. The ship is considerably more expensive than the Warshield class cruiser but the ships improved performance support the increased cost of the cruiser. The ship is powerful enough to be able to likely be able to stand against a non grazer armed battleship or battlecruiser for at least a limited period of time.


The ship general design is patterned off of a Warshield cruiser and looks at long range like a large Warshield. At a much closer range, all the cannon mounts look different and there are considerable differences in the ships appearance when up close. The similarity between the designs is because the Warshield hull design is practical, efficient, and it also allowed for the speeding up of the designing of the cruiser. The heavy cruiser carries more armor than a Warshield as well as the variable shielding being able to resist more damage. Both of there improvements were necessary because the ship is expected to engage in close range combat often.


The ships engines are a special new engine model, they give very high performance yet are about 20% smaller than earlier mounts that gave the same performance. The ship has a slightly faster sublight acceleration than a Warshield class cruiser and can travel at a full seven light years per hour using FTL propulsion. As can be imagined, these engines take up a large amount of space on the Champion. Since the ship design is not streamlined, the ship has poor atmospheric performance similar to the smaller Warshield.


While the ship is considerably larger than a Warshield class cruiser, much the ship’s extra hull volume is to fit the much the much heavier energy battery. This ship carries a new weapon system known as Grasers as the ships main battery. Grasers are Gamma Radiation Lasers. These weapons are both more powerful and longer ranged than lasers of the same mount class are. The ship has a total of ten Graser mounts, two of the heavy 36 cm size, two of the slightly smaller 25 cm size, and six of 15 cm size. Grasers have not been developed into a point defense or smaller scale weapon as of yet.


For targets that energy weapons are not effective against, the ship carries 6 heavy mass drivers. Unlike the heavy G-Cannon turrets on the Warshield Cruiser and Protector Battleship, the cannon is designed initially to fire a single large projectile. Range of these heavier projectiles is twice that of the lighter rail guns carried on previous classes. These heavy rounds inflict far greater damage but the rate of fire of the weapon is limited to four projectiles per melee. The projectiles is guided by a tachyon beam guidance. A special round was developed for these mass drivers which the round is not a single massive projectile but instead contains eight sub caliber projectiles. This is useful for hitting multiple targets in ground bombardment roles. As well, the eight projectiles can be used against missiles, starfighters, or power armors. Against missiles, this vastly increases the defense capabilities of the heavy cruiser. There is discussion of refitting these weapons to to the Warshield class.


For missile battery, the ship uses the same missile battery that the Warshield class cruiser uses. This means that the ship is vastly better at a missile duel than the old Everest class heavy cruiser was but not as capable as the Kurganov class is. Recently, one Consortium Admiral stated that the Champion class Cruiser would be excellent if paired with New Coventry Warspite class heavy cruisers due to the New Coventry's ships heavy missile batteries. The ship has improved point defense over a Warshield cruiser.


The Champion uses the same type of weapon mounts as a Warshield but the amount of point defense weaponry has been increased. The ship has a total of twelve point defense gravity rail guns, twelve point defense particle beams, and twelve mini missile launchers. There is some discussion of replacing the light rail guns with the much heavier GR-1000 Rail guns. There is some disagreement due to many in the fleet considering the lighter mounts adequate to defend the ship against missiles while the change to the GR-1000 would create logistical problems.


All Champion class cruisers carry the slave unit for the battle link system. Only about half of all Warshield class cruisers carry the system although all recent production Warshields carry the system. It is expected that the Champion class cruiser will often operate with a Protector class battleship or one of the new Aegis or Archer Battle Cruiser classes.


The ship carries slightly more fighters in the ships hanger bay with an additional squadron of Scorpion light starfighters. While two Battleram robot were included in the original design, the battleram robot was removed from the ship design during construction because it was finally decided that they were of limited use and the ship carries two Proctor class heavy starfighters in the Battleram's place. The ship carries a total of two heavy starfighters, one squadrons of medium starfighters, and two squadrons of light starfighters. The ship also carries 120 marines on board for special missions and shipboard defense with 12 in silverhawk power armor.


This starship design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.


Model Type: CA-122
Vehicle Type: Heavy Cruiser
Crew: 400 (42 Officers, 378 enlisted)
Troops: 120 Marines (Typically 60 stay on board for ship defense), 52 fighter pilots, 12 silverhawk pilots, and can carry up to 25 passengers in addition.


Vehicle, Robots, and Power Armors:
Power Armors:

12SH-CCW100 Silverhawk Attack ExoSkeleton
Fighter Compliment:
12CAF SF-69 CAF Scorpion Star Interceptor
6BIF-67 Katana Fighters, SF-101 Black Eagle Fighters, and/or SF-101I Storm Eagle Fighters
2CAF LRF-25 Proctor Heavy Fighters


M.D.C. By Location:

36 cm Main Graser Cannons (2, Front):3,000 each
25 cm Secondary Graser Cannons (2, Sides):1,500 each
15 cm Support Graser Cannons (6, top and bottom):1,000 each
Heavy Mass Drivers (6, 2 forward and 2 on each side):1,200 each
Point Defense Gravity Rail Guns (12):200 each
Point Defense Particle Beam Cannons (12):150 each
Cruise Missile Batteries (2):1,000 each
Long Range Missile Batteries (4):600 each
Mini Missile Launchers (12):100 each
Outer Hull (40 ft/ 12.2 m Area):200
Inner Hull (40 ft/ 12.2 m Area):125
[1] Bridge:15,000
[1] Secondary Bridge:15,000
Hanger Bay:20,000
[2] Main Engines (2):20,000 each
[3] Main Body:75,000
[4] Variable Force Field:8,000 a side (48,000 Total)


Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship also has an auxiliary bridge. Even if both bridges are taken out, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge.
[2] Destroying the main engines means that the ship’s faster than light propulsion systems are destroyed and maximum sublight speed is reduced by half.
[3] Depleting the M.D.C. of the main body will put the cruiser out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (2,400 M.D.C.) per melee round.


Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.9 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 300 mph (480 kph), can enter an atmosphere and can leave but is not designed for extended atmospheric use.
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 7 light years per hour.
Maximum Range: Effectively Unlimited by either drive system. Carries about three years worth of supplies on board.


Statistical Data:
Length: 950 feet (290 meters)
Height: 250 feet (76.2 meters)
Width: 300 feet (91.4 meters)
Mass/Weight: 276,000 Tons (250,000 metric tons)
Power System: Anti-Matter with a 50 year life span. The ship normally only goes 10 years between refueling and refitting.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 20,000 tons (18,150 metric tons) of cargo in addition to standard compliment of supplies and ammunition. Each enlisted crew member has a small locker for personal items and uniforms. Ship’s officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: 4 billion to construct. No ships of this design have ever been put on sale on the market by the CAF. These ships are only beginning production.


WEAPON SYSTEMS:

  1. Two (2) 36 cm Heavy Graser Cannons: Graser cannons use focused gamma radiation and are very powerful. The weapon mounts have about a 25% increase in both range and damage over standard laser cannons of the same size. The weapon mounts are mounted in the forward area of the ship and can be angled up to 120 degrees aft (can only fire one cannon at a target at that angle but can spin to be able to bring both batteries to bear) and can fire at a 30 degree angle up or down. These cannons are capable of destroying frigates in one hit and are capable of badly damaging larger ships as well. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 150,000 miles (241,000 km) in space. and 150 miles (241 km) in an atmosphere.
    Mega Damage: 2D6x1000 M.D.C. each and both can be combined for a total of 4D6x1000.
    Rate of Fire: Maximum of two (2) times per melee per cannon.
    Payload: Effectively Unlimited.
  2. Two (2) 25 cm Heavy Graser Cannons: Graser cannons use focused gamma radiation and are very powerful. The weapon mounts have about a 25% increase in both range and damage over standard laser cannons of the same size. These mounts are slightly less powerful than the main battery but are quite powerful and any ship caught in the cannons fire will regret the situation very quickly. Like the main battery, these cannons are capable of destroying frigates in one hit or quickly crippling heavier vessels. The cannons are mounted in the sides of the ship. Batteries can be fired up to 180 degrees toward the rear on either side (can only fire one cannon at a target at that angle but can spin to be able to bring both batteries to bear) and can fire at a 45 degree angle up or down. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 125,000 miles (201,000 km) in space. and 125 miles (201 km) in an atmosphere.
    Mega Damage: 1D6x1000 M.D.C. each and both can be combined for a total of 2D6x1000.
    Rate of Fire: Maximum of two (2) times per melee per cannon.
    Payload: Effectively Unlimited.
  3. Six (6) 15 cm Graser Cannons: Graser cannons use focused gamma radiation and are very powerful. The weapon mounts have about a 25% increase in both range and damage over standard laser cannons of the same size. These cannons are the support battery of the ship and while quite powerful, they do not have the incredible firepower of the main battery except when fired together. Three cannons are mounted on the top of the ship and three cannons are mounted on the bottom of the ship. Batteries can be fired up to 180 degrees toward the rear on either side and can fire at a 90 degree angle up or down. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 20,000 miles (32,200 km) in space and 20 miles (32.2 km) in an atmosphere.
    Mega Damage: 3D6x100 M.D.C. each, two can be combined for a total of 6D6x100, and three may be combined for a total of 9D6x100
    Rate of Fire: Maximum of two (2) times per melee per cannon.
    Payload: Effectively Unlimited.
  4. Six (6) 20 cm Heavy Mass Drivers: This weapon replaced the heavy G-Cannon turrets because the G-Cannons did not inflict enough damage on targets and when ships are against other ships that had the spell impervious to energy, the problem was a severe handicap. A new weapon system was developed around the concept of firing a massive high density projectile at a target at incredible velocity. The projectile masses around half a ton and relies on pure kinetic energy instead of explosives.
    The weapon system is not unguided but instead has limited maneuverability using a low powered contra-grav system. Guidance is through a relatively short range tachyon guidance system (Gives +3 to strike.) Because of the low maneuverability of the projectile, it has standard penalties to hit small targets such as fighters, power armors, and missiles. When projectile reaches maximum range, it is no longer guided but can be used effectively against unmoving targets in a similar manner to missiles (has same penalties.) The projectile is slower than light speed and cannot be used effectively when the starship is traveling at faster than the speeds of light.
    In addition to a single heavy anti-starship projectile, the mass drive can fire a larger projectile containing eight smaller kinetic kill projectiles. Like the full scale projectile, each smaller projectile is guided and is extremely effective against smaller target such as missiles, power armors, and fighters. These smaller projectiles are extremely useful as additional point defense against missiles. These projectiles are also guided by a relatively short range tachyon guidance system (Gives +3 to strike.) Unlike missiles, volleys of four or more of these projectiles can be dodged. So that projectiles can be fired through an atmosphere, the main projectile casing is fitted with a heat shield - half damage from plasma type weapons. Single solid projectiles have 80 M.D.C. and the smaller sub caliber projectiles have 10 M.D.C. each.
    Each mass driver is mounted in a special turrets that are partially recessed into the ship’s hull. The turrets have a limited firing arc. Each has a 30 degree arc of fire. Two mounts are in the front of the ship and two mounts are on the sides of the ship. The ship will make radical side turns to allow the side launchers to fire forward if on a direct approach to the target.
    Maximum Effective Range: 20,000 miles (32,200 km) in space. with range of 40 miles (64.4 km) in an atmosphere.
    Mega Damage: Standard Kinetic Projectiles: 2D6x100+200 M.D.C. each (optional rule is that projectiles gets a critical on a natural 18, 19, or 20 due to its high penetration.) Sub-Caliber Kinetic Projectiles: 2D6x10 M.D.C. per projectile (8 smaller projectiles per larger projectile - optional rule is that projectiles gets a critical on a natural 18, 19, or 20 due to its high penetration.)
    Rate of Fire: Maximum of four per melee (Each larger projectile when loaded with sub caliber kinetic projectiles has eight projectiles.)
    Payload: 100 projectiles for each mass driver (600 total) -Usually 70 standard and 30 sub-caliber loaded projectiles per mass driver.
  5. Twelve (12) 20 mm Point Defense Gravity Rail Guns: Used as an anti-starfighter and missile weapon and against targets that are impervious to energy. Each rail gun is in a turret that can rotate 360 and has a 180 arc of fire. When used in space, projectiles are fired from rail guns at a significant fraction of the speed of light. Rail gun uses a 20 mm projectile. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 2 miles (3.2 km) through atmosphere and 200 miles (320 km) in space.
    Mega-Damage: Rail guns inflict 2D4x10 M.D.C. for a 20 round burst.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: 10,000 Rounds (500 Bursts) each cannon.
  6. Twelve (12) 25 mm Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.
    Mega Damage: 3D6x10 M.D.C. each.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  7. Two (2) Cruise Missile Batteries: Missile has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launching starship, and missile. When drive goes dead, missile will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead is at -25% to be detected.) See modified starship rules for more details - Cruise missiles have standard penalties hit small targets but are all considered smart missiles. These are modern Consortium missile batteries similar to those carried on a number of warships. Batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space.
    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per launcher, per melee round, for a maximum of 64 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 64 total, 32 cruise missiles per battery. Ship has 10 reload of missiles (640 cruise missile reloads total.)
  8. Four (4) Long Range Missile Batteries: Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will continue to travel in a straight line unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile, when unpowered, is at -25% to be detected.) Long range missiles do not have penalties to hit small targets unlike cruise missiles and are all considered smart missiles. Batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.
    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Fusion warheads inflict 2D4x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per launcher, per melee attack.
    Payload: 1,280 total, 320 long range missiles per battery.
  9. Twelve (12) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. Even though short ranged, most mini-missiles used in the Three Galaxies are guided. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration.) Batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega-Damage: Varies with mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of four (4) or eight (8) mini-missiles.
    Payload: 128 per launcher for a total of 1,536 mini-missiles. Cargo hold has an additional 3,072 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.


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