Icaria Niki (Victory) class Light Cruiser:


Most small independent star systems have quite small militaries and mostly hope that their location, usually somewhere on the fringe of society, protects them from invasion. Some have reasonably powerful military forces but nothing that would impede a major power. The Icaria system is an exception however with an extremely powerful navy for a single star system.


The reason why the system is able to field a huge fleet is due to being an economic power house. It is located where multiple trade routes converges and large amounts of wealth crosses through the system. There are extensive transhipping facilities as well as civilian ship repair and refit facilities. Most, but far from all, of the trade is from far flung areas of the Consortium. The system has actually been offered Consortium membership multiple times although they have been defeated in referendums each time.


Even though the system is not a member of the Consortium, without Human Alliance defense treaties, it is quite likely that the Trans-Galactic Empire would have attempted to take over the system. Even though the system fleet might be enough to give pause, it is likely not enough to stop a full scale invasion. In return for supporting the Icaria system if threatened, the Human Alliance ships get free passage through space controlled by the Icaria system. Usually several warships are transiting through Icaria space at any given time. Often the Icaria Navy trains with the Human Alliance and are considered extremely professional.


A total of four active duty fleets are operated by the Icaria Navy. Approximately one fifth of ships is considered to be under refit or under stand down at any given time. A fifth fleet might be able to formed from those units if necessary. Light cruisers are an important part of the forces. The fleet operates approximately three light cruisers for every two heavy cruisers.


Unlike the forces of most independent star systems, the Icaria Navy has its own extensive ship facilities and is able to build vessels up to the size of battlecruisers. Originally, the system did rely almost exclusively on technology from the Human Alliance. Recently however the system has begun developing their own technology in several key areas including advanced particle beams while the Human Alliance seems to be going over to laser weaponry.


The Niki class, or Victory class, light cruiser is the newest class of light cruiser in service in the Icaria Navy. While many of the new classes of warships just entering service are based on the same design philosophy of the previous class, the Niki is an exception. The previous Thyella class was meant as an escort vessel while the Niki class is more of a general purpose vessel with heavy defensive and offensive weaponry. The role of escort is being mostly taken over by the Aspis class destroyer. As one might expect, it is considerably larger than the older light cruiser class. Trying to keep forces the same size, as Niki class are entering service, the older light cruisers are being retired with most being sold.


As far as weaponry, the Niki has been described as half of an Amvrakia class Heavy Cruiser. While the heavy cruiser mounts two capital missile batteries and four long range missile batteries, the Niki mounts a single capital missile battery and a pair of long range missile batteries. As medium range point defense, the main battery is supported by four medium range missile batteries. The magazines for the capital missiles and long range missiles are cut slightly from the larger vessel with just over two hundred and fifty missiles per battery. Medium range missiles however have magazine space for over three hundred per battery.


With capital missiles, the Icaria Navy operated the full array of missiles including X-Ray laser warheads, jamming warheads, and decoys. Unlike New Coventry capturing X-Ray laser missiles from the Trans-Galactic Empire, it is believed that the design of the X-Ray laser warheads come from a little bit of friendly espionage from the Human Alliance. There is some consideration of in the future mounting pepper box launchers to the Niki and other classes of vessels operated by the Icaria Navy.


As far as energy weapons, the Niki mounts four 20 cm “High Output” particle beams. While mounting in a similar volume as the older 18 cm mounts, they are quite a bit more powerful. Unfortunately, without a massive rebuilding of the power distribution arrays, the particle beams would overload the power grid of a vessel designed to mount the 18 cm weaponry. Even so, the 20 cm weaponry is considered strictly secondary to the capital and long range missile launchers.


As far as point defense, the Niki mounts six variable focus particle beams and four 40 mm electromagnetic rail guns. The variable focus particle beams, first mounted on the Consortium Assault Shuttle, have become a popular point defense weapon and are mounted on a number of warships because of their effectiveness against missiles. The 40 mm rail guns, being electromagnetic instead of gravitic, are easier to maintain. There has been come controversy due to the fact that the rail gun design is extremely similar to one used by Caramelles Kingdom with trade highly restricted by the Consortium.


For their size, these light cruisers are quite well armored and are extremely tough. The Niki is quite a bit tougher than the previous Thyella class although not anything like as well armored as the Amvrakia class heavy cruiser. The light cruiser does however mount shields that are two thirds as powerful as those mounted on the much larger heavy cruiser class.


 Icaria Navy tend to be quite fast and the Niki is no exception. In faster than light travel, the ship can reach speeds of six and a half light years per hour and has outstanding acceleration in normal space as well. Power for this, as well as weaponry and shielding, is provided by an advanced anti-matter reactor with fusion backup systems. One place where one might consider the Icaria Navy to lag behind some navies is that their reactors are designed to operate for a shorter period between refueling. Being that this is still decades, this is generally not much of a concern.


Even though the light cruiser is far larger than the previous class, it still requires only about two thirds the crew of the older design. Extensive automation allows these cruisers to be operated by a crew of just under one hundred and fifty. As with many light cruisers, the Niki is not fitted with an auxiliary bridge although can be controlled to a limited extent from engineering. Other item that these light cruisers have been criticized for is the lack of even limited flag facilities. It is quite likely that these light cruisers might be expected to act as flagships for destroyer forces.


A single “light” squadron of medium fighters is usually carried. There has been some debate about embarking a full squadron of light fighters in their place. While most of the light cruisers in service embark the older Human Alliance Osprey class fighter, a number embark the new F-1 Kopis design. Troop compliment, while still relatively small, is equal to that carried on the much larger Amvrakia class with a total of twenty troops in normal gear and six in light power armors.


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


Model: INF-LC-28.

Class: Light Cruiser.

Crew: 146 (12 Officers, 134 enlisted).

Troops: 20 marines (typically stay on board for ship defense), 18 fighter pilots, and 6 power armor pilots.

Can carry up to 10 passengers in addition to troops and crew (flag personnel in some cases.)


Vehicle, Robots, and Power Armors:

Power Armors:

 

6

Light Power Armors

Fighter Compliment:

 

8

Medium Starfighters (SF-106 Psaraetós or SF-1 Kopis Medium Fighter in Icaria service)


M.D.C. By Location:

 

20 cm “High Output” Particle Beam Batteries (4):

1,200 each

 

Variable Focus Particle Beam Cannon Turrets (6):

150 each

 

Point Defense Electromagnetic Rail Gun Turrets (4):

200 each

 

Cruise Missile Batteries (1):

1,000

 

Long Range Missile Batteries (2):

800 each

 

Medium Range Missile Launchers (4):

500 each

 

Outer Hull (40 ft/ 12.2 m Area):

180

 

Inner Hull (40 ft/ 12.2 m Area):

100

 

[1] Bridge:

8,000

 

Hanger Bay:

5,000

 

[2] Main Engines (2):

10,000 each

 

[3] Main Body:

26,500

 

[4] Variable Force Field:

4,000 a side (24,000 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 does not have an auxiliary bridge. Even if the bridge is 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 ship 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% (1,200 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 1.0 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 400 mph (644 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 6.5 light-years per hour.

Maximum Range: Effectively Unlimited by either drive system. Carries about one year worth of supplies on board.


Statistical Data:

Length:                606.95 feet (185 meters).

Height:                93.50 feet (28.5 meters).

Width:                 164.04 feet (50 meters).

Mass/Weight:      57,871 tons (52,500 metric tons).

Power System: Anti-Matter with a 40 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 2204.6 tons (2,000 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: Costs approximately 1.4 billion each to construct not including fighter compliment and missiles. At present Icaria system does not sell these ships. Older light cruiser classes may be available although are extremely rare.


WEAPON SYSTEMS:

  1. Four (4) 20 cm “High Output” Particle Beam Mounts: These 20 cm particle beams are mounted in the top and bottom of the ship. Batteries can be fired up to 120 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 various batteries to bear) and can fire at a 60 degree angle up or down. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 70,000 miles (112,650 km) in space and 70 miles (112.7 km) in an atmosphere.

    Mega Damage: 3D6x100+300 M.D.C. each (6D6x100+600 M.D.C. for two).

    Rate of Fire: Maximum of three (3) times per melee per particle beam.

    Payload: Effectively Unlimited.

  2. Six (6) Variable Focus Particle Beam 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 (Gives +2 bonus vs fast moving targets such as missiles.) Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at faster than light velocities. 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.

  3. Four (4) 40 mm Electromagnetic Point Defense Rail Guns: Unlike most of the rail guns used on Phase World / Three Galaxies starships, these are standard electromagnetic rail guns. Comparatively heavy weapons, the rail guns fire a heavy 40 mm high density projectile and have excellent range. Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. The rail gun still fires projectiles at incredible velocities compared to rail guns on Rifts Earth and projectiles are fired from rail guns at a significant fraction of the speed of light. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: Rail guns have a range of 12 miles (19.3 km) through atmosphere and 1,200 miles (1,930 km) in space.

    Mega-Damage: Rail Cannon inflicts 3D6x10+30 M.D.C. for a 10 round burst.

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

    Payload: Rail Cannon has 2,000 Rounds (200 Bursts) each cannon.

  4. One (1) Cruise Missile Battery: 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 unpowered, is at -25% to be detected.) See Modified starship rules for more details - Cruise missiles have penalties to 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.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) per launcher, per melee round, Launchers are reloaded on the same melee round and can be fired again on the next.

    Payload: 32 cruise missiles per launcher. Ship has 8 reload of missiles (256 cruise missile reloads total.)

  5. Two (2) 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.)

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

    Payload: 512 total, 256 long range missiles per launcher.

  6. Four (4) Medium Range Missile Batteries: Weapon system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Like other Phase world systems, weapon system range and speed has been greatly increased compared to Rifts Earth systems. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Batteries can launch on multiple targets each at the same time.

    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 range 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 two (2), four (4), eight (8), or sixteen (16) missiles per launcher.

    Payload: 1,280 total, 320 medium range missiles per launcher.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2014, Kitsune. All rights reserved.



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