Lagertha Cruiser (Modified Boadicea class Cruiser):


One of the more common cruiser classes in independent hands is the old Boadicea class cruiser. Originally built by the Human Alliance but long retired, the ship might be considered the ancient equivalent of the Warshield class in contemporary service.


Even though old, there is a surprising number still remaining operational. Of course compared to modern warships, they are slow, lightly armored, and lacking in force field protection. In general, their firepower might be considered adequate but even there many newer vessels of similar class do have greater firepower.


As a result of these ships weakness, most have been modified and upgraded in order to allow them to remain effective. Many are almost complete rebuilds in fact. There are few available cruisers and only a relatively few sources of them outside of major government.


Interesting, it is sometimes almost as expensive to rebuild a vessel than to build a new warship. Still, while a smaller yard or even a repair ship might be able to rebuild a cruiser, only the largest of yards can actually build them from the keel up. As such, rebuilding a cruiser makes sense even in many cases if not cost effective.


The cruiser that became the Lagertha has an interesting past. Probably the one most intriguing is that the whole stern area of the vessel was wrecked, not in battle but in a collision during a docking maneuver. One might have though that the ship would simply be scrapped after that.


Instead, the stern areas of another Boadicea class cruiser was used to repair the cruiser. In most respects, the other cruiser was in worse shape and had been stripped. In fact, it was headed for being scrapped at the times. As a result, it made sense to use the stern of it to repair the Lagertha.


The result though was a cruiser slightly longer than most in the class because they were not mated together in exactly the same place. It has been suggested that the workers made a mistake in where they cut the two vessels and fused them back together.


Before the stern was attached, it was decided to take the opportunity to replace both the old propulsion plant and the fusion reactor. Even though the replacement faster than light drive is a civilian model, it comes from a fast cargo ship and gives almost twice the speed of the original. Normal space acceleration is also vastly improved on the Lagertha compared to the standard Boadicea class cruiser. The fusion reactor is also a civilian model, much smaller than the original while providing far greater power.


There were concerns with the strength of the juncture between the new stern and the rest of the vessel. As a result, there was an extensive effort given to reinforcing the mating of the two sections. At the same time, the hull was generally reinforced and additional armor added to various areas. Even so, the Lagertha can be considered nowhere near as tough as newer vessels such as the Warshield.


As with many of the systems, the force field generator was considered hopelessly obsolete. Compared to a modern system, it produces a fraction of the output while being far more massive. As with the propulsion and reactor, it was decided to replace it with a civilian model from a military fleet support design.


With respect to the weapon, initially weaponry was retained. However, power conduits, junctions, and wave gives were replaced with respect to the ship’s heavy energy battery. As one might expect, sensors were modernized and have been modernize several times since. Since then, much of the weaponry has been upgraded or replaced although completed in stages.


First upgrade was removing two of the mini-missile batteries, retaining four, and mounting four civilian model medium range missile batteries. These are basically civilian models but do have greater magazine space than standard. Part of the space for the magazines is due to the extension in the Lagertha’s length.


Next was the replacement of both the long range and capital missile batteries with modern systems. These enable the cruiser to fire larger volleys than it could originally although magazine space is still less than a Warshield class cruiser. The ship normally carries fusion capital missile warheads because both X-Ray laser and anti-matter warheads are rare outsider of the major powers.


The third upgrade was replacing the original point defense lasers with variable focus particle beams in order to give far better defensive firepower. They are considered far more effective than the original laser against missiles with both better range and energy throughput. It was decided to retain the conventional rail guns because they are easier to maintain than gravity type rail guns.


As a final major upgrade, two of the 12 cm lasers were removed and replaced by two 20 cm heavy electromagnetic mass drivers. The other two 12 cm lasers as well as the 28 cm particle beams are retained. These heavy mass drivers fire a single heavy projectile at a time although there are multi-projectile which are extremely effective against smaller targets including being able to act in the anti-missile defense role.


Developed by the Tri-Galactic Military Service, the weapon system is considered experimental and currently only mounted on a few vessels. At the same time, the electronics were upgraded so that the cruiser could control up to twelve “Pepperbox” cruise missile launchers.


The standard Boadicea class cruiser embarks a single squadron of fighters. When the ship was rebuilt, the hangers were extended. This enables the ship to carry two squadrons of light fighters. The ship originally carried the Venom light fighter but has recently been upgraded to the “Venom-X” model. Marine compliment is also increased with the additional of a space power armor unit. The ship carries a total of ten Ironmonger Forges “Warhawk” space combat exoskeletons along with the same number of “Knock Off” K-Universal armors.


One advantage of the new systems is that the ship can be operated by a smaller crew than the original Boadicea class. Instead of requiring a crew of almost three hundred and fifty, the Lagertha requires a crew of just over two hundred and ninety. Crew quarters have been modernized but are not redesigned for greater space per crew member and are considered a bit on the cramped side by modern standards.


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:

CL-06 (Modified).

Vehicle Type:

Cruiser.

Crew:

294 (25 officers, 269 enlisted).

Troops:

60 marines ( typically stay on board for ship defense), 36 fighter pilots, 10 space power armor pilots, and 10 ground armor pilots.


Vehicle, Robots, and Power Armors:

Power Armors:

 

10

IM-WHK-5-SN “Warhawk” Space Combat Exoskeletons.

 

10

K-Universal “Knock Off” Light Power Armors.

Fighter Compliment:

 

24

PV-MSX-32X “Venom-X” Light Starfighters.

Special:

 

12

TMS “Pepper Box" Cruise Missile Launching System (Optional - External).


M.D.C. By Location:

 

Main 28 cm Particle Beam Batteries (2):

1,200 each.

 

Secondary 12 cm Heavy Laser Cannons (2):

600 each.

 

Heavy 20 cm Electro-Magnetic Mass Drivers (2):

1,000 each.

 

Point Defense Electromagnetic Rail Gun Turrets (6):

150 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 (4):

450 each.

 

Mini-Missile Launchers (4):

100 each.

 

Outer Hull (40 ft/ 12.2 m Area):

125.

 

Inner Hull (40 ft/ 12.2 m Area):

80.

 

[1] Bridge:

6,500.

 

[1] Auxiliary Bridge:

6,500.

 

Hanger Bays (2):

5,000 each.

 

[2] Main Engines (2):

8,500 each.

 

[3] Main Body:

32,000.

 

[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 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 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 0.8 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 400 mph (643.7 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 4.5 light years per hour.

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


Statistical Data:

Length:                620 feet (188.98 meters).

Height:                145 feet (44.20 meters).

Width:                 240 feet (73.15 meters).

Weight/Mass:      124,000 tons (112,490 metric tons).

Power System: Advanced Fusion with a 20 year life span. The ship normally only goes 5 years between refueling and refitting.

Cargo: Cargo holds are scattered about the ship that allows for carrying up to 5,000 tons (4,536 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: Unmodified Boadicea class cruiser would cost about 1.2 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships sell for 2.0 to 3.5 billion credits. As refitted, the Lagertha would probably be worth around 5.5 to 6.8 billion credits. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Two (2) Main 28 cm Particle Beam Batteries: In the front of the ship are two 28 cm particle beam cannons. Weapon has standard minuses to hit fighters and small targets. These can be fired forward 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. 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: 1D4x1000 M.D.C. each (Both can be linked for 2D4x1000 M.D.C. for both.)

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

    Payload: Effectively Unlimited.

  2. Two (2) 12 cm Heavy Laser Cannons: Laser cannons are used against frigates and as against heavily reinforced targets. Two are located on either side of ship. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Only two cannons can be fired as one volley. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    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 or 4D6x100 for two.

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

    Payload: Effectively Unlimited.

  3. Two (2) 20 cm Heavy Electromagnetic Mass Drivers: These weapon systems replace two of the 12 cm laser mounts although individual mounts are far larger. These weapon systems are designed to be especially effective against targets which are impervious to energy. Instead of firing bursts of smaller projectiles, the mass driver fires a massive high density projectile at a target at incredible velocity. Each projectile masses approximately half a ton and relies on pure kinetic energy instead of explosives.

    Even though the projectile is fire by a powerful electromagnetic rail gun, the projectile does use a low powered contra-grav maneuvering system. This is only designed to give limited guidance against targets. Projectile guidance uses a short range radar system (Gives +1 to strike.) As the projectile has relatively low maneuverability, 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. As with 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. As with the larger projectile, there projectiles uses a short range radar system (Gives +1 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 heavy 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 are mounted on either side of the hull designed to fire directly forward.

    Maximum Effective Range: 16,000 miles (25,800 km) in space with range of 32 miles (51.5 km) in an atmosphere.

    Mega Damage: Standard Kinetic Projectiles: 2D4x100+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: 2D4x10 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 two per melee (Each larger projectile when loaded with sub caliber kinetic projectiles has eight projectiles.)

    Payload: 100 projectiles for each mass driver (200 total) -Usually 80 standard and 20 sub-caliber loaded projectiles per mass driver.

  4. Six (6) Point Defense 15 mm Electromagnetic Rail Guns: Unlike most of the rail guns used on Phase World / Three Galaxies starships, these are standard electromagnetic rail guns. They are 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 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 weapon system cannot be used to engage targets while traveling at faster than light velocities. These rail guns use 15 mm depleted uranium projectiles.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.

    Mega-Damage: Rail gun inflicts 3D6x10 M.D.C. for an 80 round burst.

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

    Payload: 16,000 rounds (200 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: These replace the original 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 6 reload of missiles (384 cruise missiles reloads total).

  7. Four (4) Long Range Missile Batteries: These replace the original 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 inflict 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: 960 total, 240 long range missiles per battery.

  8. Four (4) 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: 128 per launcher for a total of 512 medium range missiles.

  9. Four (4) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is 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. Mini-Missile in the Phase World / Three Galaxies setting are normally smart missiles.

    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 mini-missiles one at a time or in volleys of four (4) or eight (8) mini-missiles.

    Payload: 128 per launcher for a total of 512 mini-missiles. Cargo hold has an additional 2,048 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


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