Modified Warshield class Cruiser “Furious”:


Except for possibly an older vessel, the Warshield class cruiser is the most powerful starship normally available to Independent Defense Forces within the Consortium of Civilized Worlds. They are sold at a premium however, often triple the official construction cost. As such only a relatively small number of relative wealthy systems have been able to purchase these ships.


The system of Weyland managed to purchase two of these cruisers however. The two Warship class cruisers were given the names “Furious” and “Defiance.” In addition to these cruisers, the system operates a number of destroyers. For the most part the two cruisers act as flagships for these destroyers and the other ships of the system forces. The system is looking at further expanding their own self defense forces but are looking at more affordable options than additional Warshield class cruisers. The defense forces are looking at their own shipyards but seems even more prohibitive with regard to cost.


While the system of Weyland is not as exposed as New Coventry, it has a number of not so friendly neighbors. This includes the Caramelles Star Kingdom. In fact, a number of citizens escaping from the kingdom have settled on Weyland. Even though Weyland is a part of the Consortium and should be protected against threats, there is still concern that there may be incidents. The area of space where Weyland is located is not as well patrolled as it might be. In addition there are concerns that if the Consortium gets into a shooting war with the Trans-Galactic Empire, the Caramelles Star Kingdom might be tempted by a little smash and grab.


While the Warshield class is considered an excellent design in many respects, it does have a number of issues and a number of systems have upgraded their ships in various ways. One of the best known is the “Black Prince” class of modified Warshield class cruisers operated by the system of New Coventry with a greatly upgraded defensive battery. Even though at a much smaller scale, the system defense forces of Weyland has decided to do something similar with their two cruisers.


One criticism which has long been argued with respect to Consortium warships is the effectiveness of the mini-missile batteries. They are comparatively short ranged and if they fail to intercept incoming missiles, there is effectively no final line of defense. The Weyland defense forces decided to replace the eight mini-missile batteries with six medium range missile batteries. These are copies of the medium range missile launchers carried on the Hunter class destroyer.


With regard to the inner point defense battery, both the original rail guns and particle beams are replaced. The replacement mounts actually mass a fair amount greater than those they replace although this is not seen as much of an issue. Eight GR-1000 heavy point defense gravity rail guns replace the original mounts. Identical to the rail guns mounted on the Scorpion light fighter, these rail guns are far more powerful as well as having greater range than those they replace.


Otherwise both the main missile battery and direct fire battery is unchanged. The new 20 mass drivers mounted on a handful of vessels outfitted by the Tri-Galactic Military are being looked seriously as a replacement for the 8 cm anti-ship gravity rail guns but no firm decision has been made yet. Otherwise the Wayland navy is limited to fusion warheads for its capital missiles not currently having either anti-matter or X-Ray laser warheads. While the defense force is not particularly interested in anti-matter warheads, an effort is being made to be able to get the technology behind X-Ray laser warheads. In addition, the system is looking at adopting “Pepper Box” type launchers to augment their ship’s main missile batteries.


As with a number of operators of the Warshield, the Battleram robot was not considered especially effective. While a number of navies have replaced them with heavy fighters, it was decided to modify the hanger bays to carry a larger light and medium fighter compliment. The Furious instead carries a full squadron of light fighters and a “light” squadron of medium fighters. Until recently, the cruiser embarked the old Human Alliance Osprey and Vixen fighters. The Vixen fighters have been replaced by the new Bearcat fighter while the Tigercat is on order to replace the old Ospreys.


With regard to power armors, the system defense force has adopted the new Silver Falcon power armor, a more advanced version of the Silverhawk. In addition it was decided to equip the entire marine compliment with light power armors. These are basically a knock off of the K-Universal 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:

SC-55 (Modified).

Vehicle Type:

Light Cruiser.

Crew:

260 (20 officers, 240 enlisted).

Troops:

80 Marines (Typically 40 stay on board for ship defense), 32 fighter pilots, 10 Silver Falcon pilots, and can carry up to 40 passengers in addition to standard military personnel (often an admiral and staff when the ship is acting as a flagship).


Vehicle, Robots, and Power Armors:

Power Armors:

 

10

Consortium SF-CCW 200 Silver Falcon Attack ExoSkeleton.

 

80

K-Universal “Knock Off” Light Power Armors.

Fighter Compliment:

 

12

Consortium SF-135 “Bearcat” Light Starfighter.

 

10

Human Alliance SF-6 Osprey Medium Starfighter

 

 

(Being replaced by the Consortium SF-138 “Tigercat” Medium Fighter).


M.D.C. By Location:

 

20 cm Main Laser Cannons (2, Front):

1,200 each.

 

12 cm Heavy Laser Cannons (4):

800 each.

 

8 cm G-cannon Turrets (4):

800 each.

 

GR-1000 Point Defense Gravity Rail Gun Turrets (8):

200 each.

 

Variable Focus Particle Beam Cannon Turrets (8):

150 each.

 

Cruise Missile Batteries (2):

1,000 each.

 

Long Range Missile Batteries (4):

600 each.

 

Medium Range Missile Batteries (6):

450 each.

 

Outer Hull (40 ft/ 12.2 m Area):

150.

 

Inner Hull (40 ft/ 12.2 m Area):

100.

 

[1] Bridge:

10,000.

 

[1] Secondary Bridge:

10,000.

 

Hanger Bay:

12,000.

 

[2] Main Engines (2):

12,000 each.

 

[3] Main Body:

45,000.

 

[4] Variable Force Field:

5,000 per side (30,000 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 destroyed, 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% (1,500 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 0.85 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 atmospheric flight.

Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 5 light years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about three years worth of supplies on board.


Statistical Data:

Length:                600 feet (182 meters).

Height:                120 feet (36.5 meters).

Width:                 200 feet (61 meters).

Weight/Mass:      100,000 tons (90,800 metric tons).

Power System: Anti-Matter with a 50 year life span. The ship normally only goes 10 years between refueling and refitting. Backed up with emergency fusion plants.

Cargo: Cargo holds are scattered about the ship that allows for carrying up to 6,000 tons (5,443metric 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: Would cost around 2.6 billion to construct and refit. No ships of this modified design have ever been put on sale on the market but can be recreated. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Two (2) 20 cm Heavy Laser Cannons: Cannons are located on the front of the starship and are used as anti-capital ship weapons and can take out frigates in one shot and can do large amounts of damage to bases or larger starships. The Laser cannons can be combined together or each one used separately. Weapon has standard penalties to hit fighters and small targets for a large gun. The barrels can be fired either forward or behind and can be rotated 60 degrees horizontally or vertically. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an atmosphere.

    Mega Damage: 1D4x1000 M.D.C. each and can be combined for a total of 2D4x1000.

    Rate of Fire: Maximum of two (2) times per melee per laser cannon.

    Payload: Effectively Unlimited.

  2. Four (4) 8 cm Heavy Rail Guns: Used as one of the ship’s secondary batteries. They are used against targets that are impervious to energy as well. System can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee) and can rotate 180 degrees. Heavy rail gun projectiles come out of the heavy rail guns at a significant fraction of the speed of light when fired in space. When fired in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. The weapon system cannot be used to engage targets while traveling at faster than light velocities. They have the standard penalties for capital scale weaponry to strike small targets such as fighters and other such small targets.

    Maximum Effective Range: 10,000 miles (16,100 km) in space, range is 10 miles (16.1 km) in an atmosphere.

    Mega Damage: 1D4x100 M.D.C. per 80 round burst each.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: 32,000 rounds each (400 bursts).

  3. Four (4) 12 cm Heavy Laser Cannons: Used as one of the ship’s secondary batteries. All the 12 cm laser cannons on a side may be combined as one attack or used separately. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Up to two may be fired as one volley.

    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.

    Mega Damage: 2D6x100 M.D.C. each. Two laser cannons can be combined for 4D6x100 M.D.C.

    Rate of Fire: Maximum of two (2) times per melee each.

    Payload: Effectively Unlimited.

  4. Eight (8) GR-1000 Heavy Point Defense Rail Guns: Gravity rail guns are in turrets that can rotate 360 and has a 180 arc of fire. The GR-1000 Rail Guns both are more powerful and have more range than the conventional rail guns and are the same rail guns which is carried in the C.A.F. Scorpion Starfighter. Considered extremely effective even compared to other gravity rail guns. Even so, the mounts are not really for use against capital ships but can devastate a fighter quickly. They are also extremely effective against targets which are imperious to energy. When used in space, projectiles are fired from rail gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. The gravity rail guns uses a 30 mm projectile. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.

    Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: 10,000 Rounds (250 bursts) each cannon.

  5. Eight (8) Variable Focus Particle Beam Mounts: Replacing the original point defense laser mounts, these particle beams are copied from those carried on the CAF Assault Shuttle and will fire a very powerful narrow beam and can fire a scatter effect that is less powerful but is capable of striking multiple targets. The weapon system is quite useful against missiles although the cone is not as wide as Tachyon cannon sprays are. Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).

    Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.

    Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Effectively Unlimited.

  6. Two (2) Cruise Missile Batteries: Missiles have a top speed of Mach 25 in an atmosphere and have an acceleration of 10% of light per turn (far faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launching starship, and missiles. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct or receives a destruct code, but have very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missiles, when unpowered, are at -25% to be detected. Cruise missiles have penalties to hit small targets but almost always smart missiles. Batteries can launch on multiple targets each at the same time. These are modern Consortium missile batteries similar to those carried on a number of warships.

    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 and Fusion multi-warheads inflict 3D6x100 M.D.C. each.)

    Rate of Fire: Can fire cruise missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) cruise missiles per battery, per melee round, for a maximum of 64 missiles per melee. Batteries 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 missiles reloads total).

  7. Four (4) Long Range Missile Batteries: Missiles have a top speed of Mach 20 in an atmosphere and have an acceleration of 8% of light per turn (faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launcher, and missiles. When drive goes dead, missiles 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 missiles, when unpowered, are at -25% to be detected.) Long range missiles do not have penalties to hit small targets, unlike cruise missiles, and are almost always 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 inflicts 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire long range missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) long range missiles per battery, per melee attack.

    Payload: 1,280 total, 320 long range missiles per battery.

  8. Six (6) Medium Range Missile Batteries: Weapon system is used for hitting enemy robots, fighters, and missiles (both cruise and long range missiles.) Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Weapon system can be used on multiple targets simultaneously.

    Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.

    Mega-Damage: Varies with medium missile type (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles per battery.

    Payload: 160 per launcher for a total of 960 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2017, Kitsune. All rights reserved.



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