Omega Assault Battleship (Converted Yamato class Battleship):


The Yamato class battleship is among the most common battleship classes which are in the hands of Mercenaries and Independent Militaries. In many ways, they are excellent vessels and are still quite tough opponents to deal with. The Human Alliance has recently been working on upgrading many of the ones remaining in their inventories while discarding most of the ones which they are not planning to upgrade. The reduction in reserve forces is meant to reduce costs to protect and maintain reserve forces.


The Omega started out its career as the HAFS Moltke and served with distinction for several decades. Still fairly new at the time, she later transferred to the Consortium Navy before she was retired once again After then she passed into the hands of a planetary defense force although the planet went into a recession soon afterwards and was put in mothball status. Eventually, it was sold to a mercenary company and the ship found itself in the hands of several different groups while in the hands of Mercenaries. The ship shows several patched areas for the many battles which it has engaged in. Even so, the ship is in surprisingly good condition.


Eventually, it was decided by one of the Mercenary companies to convert the vessel into an “Assault Battleship.” This was a heavy vessel designed to support planetary assaults. A secondary role would be escort of planetary assault forces. As such, the weaponry of the vessel could not be greatly reduced. At the same time as it was being refitted for this role, a comprehensive upgraded to secondary systems and adding a large command and control facility was added to the vessel. These ships lack the flag bridge of the Protector class so cannot be added by simply replacing it. Instead, other areas had to be refitted.


One of the key roles of a ship in this role is orbital bombardment. Energy weaponry is most commonly used in such roles with the main particle beams having the ability to reach from orbit to the planet itself. As such, they are retained although the eight heavy laser cannons are deleted from the vessel. Point defense batteries are upgraded with variable focus particle beams although the original electro-magnetic rail guns are retained to keep down upgrade costs. They are still quite effective and are also less expensive to maintain than later gravity rail gun mounts.


Missile battery is less commonly used for ground support but is often needed for vessel defense. Because of that, two of the four cruise missile batteries are retained. Reloads for the batteries is reduced by about one quarter. All eight long range missile batteries are retained. Payload on those launchers is also reduced to about three quarters of original. It is planned in the future to upgrade the launchers to more modern launchers. These launchers are able to fire larger volleys than the old launchers presently mounted. All twelve of the original mini-missile launchers are retained although they too are greatly reduced in payload. In their case, payload is reduced even more with only about one third of the original payload. These are less likely to be upgraded in the future than the other missile batteries.


All of these modifications are to give the ship a much larger troops and equipment compliment. Troops are doubled with the ability to carry four thousand troops. Crew is slightly reduced with the reduction in weapon batteries and increased automation. Hanger bays are greatly increased to carry additional assault forces. Six assault shuttles are carried instead of the four which were carried on the original Yamato class. All assault shuttles, even older models, are upgraded with variable force fields. Fighter compliment is also increased with the main purpose being to support planetary assaults although useful for escort roles as well. As a result of atmospheric roles predominating, aerodynamic designs are usually operated. Power armors and tanks are carried with mostly contra-grav tanks embarked onboard the assault battleship. A variety of different types of equipment are usually carried with some older equipment being common. There is always a certain amount of combat losses during assault missions. As such, new troops are often recruited and often smaller mercenary companies join the ship’s forces for periods of time.


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: SB-43 (Modified).

Vehicle Type: Assault Battleship (Converted Battleship).

Crew: 1,350 (125 Officers, 1,225 enlisted).

Troops: Approximately 4,000 (Includes 700 power armor troops, 120 fighter pilots / crews, 50 shuttle pilots/ crews, 550 tank / armored vehicle crews).


Vehicles: Load out varies over time. This is the equipment / troops onboard as of the latest reports on the vessel.

Power Armors & Robots:

 

100

“Knock Off” Silver Hawk Power Armors.

 

200

Consortium CAF-PA-10 “Ground Pounder” Power Armors.

 

200

Human Alliance HAFA-PA-06 “Steel Grunt” Power Armors.

 

200

Kittani K-Universal Light Power Armor.

Fighter Compliment:

 

12

Bushido Industries BIF-67 Katana Medium Starfighter.

 

12

Bushido Industries BIF-75 Tanto Light Starfighter.

 

12

Consortium SF-128 Bobcat Light Starfighter.

 

12

Human Alliance SF-6I Osprey class Medium Starfighter (Some upgraded).

 

12

Human Alliance SF-9 Vixen Light Starfighter (Some upgraded).

 

12

Trans-Galactic Empire FF-100 Flying Fang Starfighter.

Assault Shuttles:

 

2

Bushido Industries BIS-12 Taiyo Assault Shuttle.

 

4

Human Alliance AS-6 Assault Shuttles (Upgraded with force fields).

Tanks & Other Vehicles:

 

10

Apex Defense ADM-LBT-25"Saber Cougar” Light Tank (Grav).

 

20

Apex Defense ADM-MBT-15 “Kodiak Tiger” Main Battle Tanks (Grav).

 

60

Human Alliance HAFA-APC113 “Lynx” Armored Personnel Carrier.

 

40

Human Alliance HAFA-MBT-12 “Kramer” Main Battle Tanks (Grav).

 

40

Phoenix Armory PA-GAPC3 Boxer Armored Personnel Carrier (Grav).

 

10

Phoenix Armory PA-MBGT4 Sniper Main Battle Tank (Grav).


M.D.C. By Location:

 

40 cm Main Particle Beam Batteries (2, 3 particle beams each):

4,000 each.

 

18 cm Secondary Particle Beam Batteries (2):

1,000 each.

 

12 cm Heavy Laser Cannons (8):

750 each.

 

Point Defense Electromagnetic Rail Gun Turrets (12):

150 each.

 

Variable Focus Particle Beam Cannon Turrets (12):

150 each.

 

Cruise Missile Batteries (2):

800 each.

 

Long Range Missile Batteries (8):

500 each.

 

Mini-Missile Launchers (12):

100 each.

 

Outer Hull (40 ft/ 12.2 m Area):

200.

 

Inner Hull (40 ft/ 12.2 m Area):

120.

 

[1] Bridge:

50,000.

 

[1] Auxiliary Bridge:

50,000.

 

Hanger Bays (2):

60,000 each.

 

[2] Main Engines (4):

25,000 each.

 

[3] Main Body:

200,000.

 

[4] Variable Force Field:

12,000 a side (72,000 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 battleship 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% (3600 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 0.75 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 350 mph (563 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 3.5 light years per hour.

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


Statistical Data:

Length:                3,600 feet (1,097 meters).

Height:                550 feet (167.6 meters).

Width:                 850 feet (259.1 meters).

Mass/Weight:      14 million tons (12.7 million metric tons).

Power System: Anti-Matter with a 25 year life span. The ship normally only goes 7 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 800,000 tons (725,750 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: AYamato class battleship cost about 40 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. If she was sold, it is likely that the battleship would cost 120+ billion credits because of the rarity of battleships. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Two (2) 40 cm Main Particle Beam Batteries (6 Particle Beams Total): Mounted along the sides of the hull are two mounts with three 40 cm particle beams on each mount. While these weapons are not quite as powerful as the 40 inch laser batteries on the Protector, they are quite powerful and capable of taking out huge targets. Each battery can fire at up to three different targets or can be combined on one target. These cannons are capable of firing forward to aft and anywhere along the side of the ship. The cannons are also capable of 45 degrees up or down. When these weapons are massed, they are capable of taking out cruisers in two blasts. 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: 1D6x1,000 M.D.C. each Particle Beam. All three in a battery can be combined to inflict 3D6x1,000 M.D.C.

    Rate of Fire: Maximum of three (3) times per melee per particle beam (Battleship has 6 cannons so ship can fire a total of 24 single shots from the main battery per melee round.)

    Payload: Effectively Unlimited.

  2. Two (2) 18 cm Secondary Particle Beam Batteries: These 18 cm particle beams are mounted in the forward area 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 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: 3D6x100 M.D.C. each (6D6x100 M.D.C. for both.)

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

    Payload: Effectively Unlimited.

  3. Twelve (12) 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 mounts 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. 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.

  4. Twelve (12) 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. 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.

  5. 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 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. Batteries can launch on multiple targets each at the same time. Batteries have a lower number of actual launchers than the modern CAF cruise missile batteries and each launcher is slightly larger in size.

    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 missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) cruise missiles per launcher, per melee round, for a maximum of 48 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.

    Payload: 48 total, 24 cruise missiles per launcher. Ship has 6 reload of missiles (288 cruise missiles reloads total.)

  6. Eight (8) 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. Batteries have a lower number of actual launchers than the modern CAF long range missile batteries and each launcher is slightly larger in size.

    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 twenty-four (24) long range missiles per launcher, per melee attack.

    Payload: 1,536 total, 192 long range missiles per launcher.

  7. Twelve (12) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. 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 1,536 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


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