Ruardiss Nyada “Scylax” class Minesweeper (Modified Cobra Class):


A system outside the fringes of the Consortium of Civilized Worlds, Ruardiss Nyada was originally settled by Wolfen who did not wish to join the Consortium and wanted to remain independent. Even so, the system has kept reasonably close ties to the powerful entity. Over the years, other sentient groups have joined the system population although the vast majority remain Wolfen.


The Ruardiss Nyada system is in a relatively dangerous area of space, threatened from unexplored space as well as a number of neighbors. One of the most serious current threats is the Caramelles Kingdom, a multi-system power dominated by humans and quite xenophobic.


As a result of these threats, the system military is quite powerful for a single star system, especially one which is not particularly well off economically. As a result of the economy, the system military never developed their own extensive shipyard facilities but instead relying on cast off warships, mainly Wolfen vessels. Often they have been able to get retired Wolfen vessels at prices usually reserved for systems within the Consortium itself.


The Scylax class minesweeper is the exception to this because instead of adopting the Wolfen Ranger class minesweeper, it was decided to adopt the Human Alliance Cobra class. Interestingly, this is the same minesweeper operated by the Caramelles Kingdom military.


While an extremely old vessel and quite slow compared to modern warships, these minesweepers have a far more effective long range missile battery than the Wolfen Ranger class. In addition, they could be acquired extremely cheaply, even cheaper than the Wolfen design. Of course the Ruardiss Nyada extensively modifies these old warships for service in their own navy.


At presently, the old minesweepers are being replaced with more modern vessels. So far, only one of the four Scylax class minesweepers has been replaced by the new Canache class but within the next few years the plan is to replace all of the remaining old minesweepers.


There was some consideration being given towards a complete reconstruction but was considered cost effective. Instead, the new Canache are built using stripped Scimitar class patrol vessels. These patrol vessels, completely stripped, can be acquired quite cheaply.


Even though not fully rebuilt, these ships are upgraded in various ways. Most important is the upgrading of the fire control and mine tracking systems. While the actual mine hunting array is not replaced, the software is extensively upgraded to enable it to track modern mines.


Probably second most important is upgrading the weapon systems of the minesweeper. The original long range missile batteries are retained however all of the secondary weapon systems are replaced including the original rail guns. With the long range missile launchers, modern missiles make the missile launchers far more effective than they were originally.


While the old Human Alliance electromagnetic rail guns have similar performance to the Wolfen design, retaining the original rail guns would have complicated logistics. The lasers are replaced by variable focus particle beams. Originally operated on the Consortium Assault Shuttle but later adopted for a great many vessels, these are extremely effective against missile volleys.


The four mini-missile batteries are replaced with two medium range missile batteries. While the medium range missile batteries cannot fire as large volleys, the medium range batteries have far greater range. Each medium range missile battery has a payload of one hundred and sixty missiles.


One issue with these vessels has always been their large crews with ten Hunter class destroyers requiring around the same crew as a single minesweeper. Unfortunately, it was considered too expensive to upgrade these vessels with new advanced automation systems. Still, a number of attempts have been made to reduce crew with mixed success. Often they are crewed with reduced manning.


Otherwise, the original systems are retained. This includes the variable shields although they are only about equal to those of a destroyer even though the vessels are light cruiser in size. Only able to reach two and a half light years per hour, these minesweepers are far slower than the other warship classes operated by the system navy. Even though fusion plants usually need less maintenance and support than an anti-matter plant, the extremely age has created some issues with repairs.


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(MS)-07 (Modified.)

Vehicle Type: Minesweeper.

Crew: 245 (40 Officers and 205 enlisted) - Often operated with reduced manning of 160 (30 Officers and 130 enlisted.)

Troops: 8 fighter pilots.


Vehicle, Robots, and Power Armors:

Fighter Compliment:

 

6

Consortium SF-128 Bobcat Light Starfighter.


M.D.C. By Location:

 

Minehunting Sensor Suite:

1,000.

 

Electromagnetic Point Defense Rail Gun Turrets (4):

400 each.

 

Variable Focus Point Defense Particle Beam Cannons (4):

300 each.

 

Long Range Missile Batteries (2):

400 each.

 

Medium Range Missile Batteries (2, Top and Underside):

450 each.

 

Outer Hull (40 ft/ 12.2 m Area):

120.

 

Inner Hull (40 ft/ 12.2 m Area):

80.

 

[1] Bridge:

4,000.

 

Hanger Bay:

2,000.

 

[2] Main Engines (2):

5,000 each.

 

[3] Main Body:

15,000.

 

[4] Variable Force Field:

1,200 a side (7,200 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 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 minesweeper 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% (360 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 420 mph (676 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 2.5 light years per hour.

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


Statistical Data:

Length:                478 feet (145.7 meters).

Height:                105 feet (32.0 meters).

Width:                 185 feet (56.4 meters).

Weight/Mass:      44,000 tons (40,000 metric tons).

Power System: Fusion with a 10 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 2,000 tons (1,814.4 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: A “Standard” Cobra class Minesweeper would cost about 450 millions to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships sell for 500 to 800 million credits. Upgrades to these vessels cost approximately 80 million credits. In all cases, cost does not include embarked craft.


Weapon Systems:

  1. Four (4) 14.5 mm Electromagnetic Point Defense Rail Guns: Replaces the original 15 mm 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 guns at a significant fraction of the speed of light. Rail gun uses 14.5 mm depleted uranium projectiles. 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 800 miles (1,290 km) in space.

    Mega-Damage: Rail guns inflict 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.

  2. Four (4) Variable Focus Particle Beam Mounts: Replace the point defense lasers and have greater range and inflict more damage be shot. 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 round.)

    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. Two (2) Long Range Missile Batteries: Long range 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 long range missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) long range missiles per battery, per melee attack.

    Payload: 720 total, 360 long range missiles per battery.

  4. Two (2) Medium Range Missile Batteries: Replaces mini-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. Missiles have 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 (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 320 medium range missiles.


Sensor System of Note:



[ Altara TM, Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Kydian TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Image drawn and copyrighted by "Orpheus7".

More "Orpheus7" artwork at DeviantArt


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



Return