Coalition Bonaventure “Trojan Horse” class Covert Assault Platform:
The first light of dawn was just beginning to light up the sky. Harbor control for the port of New Kenora was getting ready for another busy day. A merchant ship was waiting to dock. It was flying the Coalition flag and could be easily recognized as one of the Coalition Supply class freighters. The ship looked to be in good shape but by the amount of scuff marks and dents, appeared to have been in service for a while. An escorting frigate waited out in deeper waters. It was required by New Kenora regulations that no combat vessels could go into their port without being unloaded and completed inspected. It was an old pre-rifts frigate and did not pose that much of a threat. Still, the military forces would be keeping their eyes on the frigate. It seemed a little strange to the Harbor Pilot that the crew was already beginning to open the cargo holds. Well, perhaps the captain was in a hurry to get loaded.
Captain Isaac Knox was not a normal merchant captain and was a regular captain in the Coalition Navy. He watched from his binoculars as the boat that would bring the harbor pilot along side. An orange accommodation ladder was down waiting for the pilot to come onboard. Having the pilot use the accommodation ladder was better than having him use a helicopter or jet pack. That way they could open the cargo holds without risking revealing what was actually in the cargo holds. He had several marines, dressed in merchant sailor uniforms, waiting to greet the pilot. He was sure that the pilot would be surprised by the marine greeting like the port of New Kenora would be surprised by the captain's greeting. New Kenora, a.k.a. Iron Heart Armament, would trade with anyone and that had to be stopped. One of the marines waiting at the ladder gave the hand gesture that signals that the pilot was beginning to climb the ladder. It took the pilot just a few minutes to get to the top of the ladder and one of the marines held out his hand to help the pilot to the deck of the ship. Unseen, a second marine pressed a neural mace to the back of the neck of the harbor pilot. The man convulsed briefly and fell to the deck. The first marine signaled to the pilot boat that the pilot had made it onboard.
The Coalition vessel continued towards the berth that had been selected for it and the person posing as the chief mate was talking on the radio to shore making arrangements for hotel services and restocking once the ship pulled in. Four tugboats were waiting to pull the ship into its berth. The harbor pilot had been secured in the ship’s brig but the captain had carefully studied the harbor and knew it as well as any harbor pilot would. The captain knew that if he pulled of the mission, he would be promoted to the rank of Commodore or even Rear Admiral. The captain had come up with the plan and had pushed it through and he would get the lion's share of glory from it. It had been a hard fight of two years to convince the government to approve construction of the vessel. There would be plenty of awards to go around and many of his men could get promotions as well so he felt satisfaction on several levels. The timing would to be perfect. It would have to be before the ship got to the pier and would end up crashing into it when all Hell broke lose and would have to wait until the ship was within the harbor itself. The second phase of the plan should start in approximately ten minutes.
The ship was about five hundred meters from the dock when the captain activated phase two. The crews of the four tugs were blinded by the thrusters from the hundreds of missiles being fired from the cargo ship. A total of 960 long range missiles flew straight up from the vertical launch systems concealed within the two forward cargo holds. New Kenora had excellent defenses but none had been designed to deal with large scale threats coming from the harbor itself. The missiles had been targeted with cold precision and were aimed for the radar systems, fire control systems, heavy missile batteries, and defensive gun emplacement. Here and there, a missile was destroyed by the defenders but over ninety percent survived and most of them hit their targets. With so many missiles in the air, many common people believe that whole groups of missiles can be destroyed but this rarely occurs. Missiles that are only a few tenths of a second apart are separated by hundreds of meters and are not within each others blast radiuses. Within three minutes, the Trojan Horse had emptied out her long range missile launchers and the heart had been cut out of the defense systems in the port and in the manufacturing facility.
Phase three began and hundreds of power armors began flying from the two cargo holds just forward of the ship’s superstructure. Six hundred power armors left the holds within the next fifteen minutes and included Sea SAMAS, Smiling Jack SAMAS, and Super SAMAS. These were filled up with the old style SAMAS but the Coalition armors had a general technological advantage over the power armors defending New Kenora. If the defenders had been able to get all of their power armors into combat, the defense forces would still have been outnumbered by two to one. As it was, the numbers were far worse than that. Many of the defenders were not even in body armor and were extremely vulnerable. The Coalition SAMAS pilots had been ordered to eliminate anyone who even looked like they were resisting and the elite SAMAS pilots performed their assigned task with ruthless efficiency. Only a handful of SAMAS were destroyed in the crazy fight that had begun. Along with the huge number of SAMAS, the vessel had deployed five combat helicopters. They had been nestled in the rear cargo hold and had been brought to the deck and launched to support the power armors. The gun ships had taken surprising loses against the defenders. Two had been knocked out of the sky when surface launched missiles were aimed at the helicopter's rotors. As well as attacking the helicopters and power armors, the defenders fired several vicious missile volleys at the Coalition ship that had spawned the attack. Concealed missile launchers fired volleys of short range missiles and the incoming missiles and only a handful broke through. If the ship had been a standard Supply class vessel, it might have been sunk but the ship was much tougher than any standard merchant designs and was only lightly damaged.
Phase four began with more missiles. It was only a handful compared to what had been fired by the ship sitting in the harbor but they were targeted at positions that had been missed previously. The missiles had come from the frigate that had waited outside of New Kenora and from a handful of fighters that had just come over the horizon. A total of two squadrons of fighters escorted eight Death’s Head Transports carrying even more assault troops. There was no hope for New Kenora's Iron Hearted defenders.
It is being kept secret that the Coalition has actually only constructed one of these vessels. The Bonaventure could be considered one of the best Coalition ships ever built but the ship utility in its intended role was found to be more limited than first considered. This is because most ports, even the ports that consider the Coalition to be their friend like Northern Gun, carefully scrutinize any Coalition cargo vessels before allowing them to enter port and have increased security in general. Still, the ship can only be considered a success. The Bonaventure payed for itself several time over on the raid against Iron Heart Armament. The Coalition managed to seize two Sea King class missile cruisers, three James Bay class destroyers, and a wide variety of smaller vessels. The ship was then used on several missions to ambush pirates in the Great Lakes and was quite successful in that secondary role. Even though the ship is trapped in the Great Lakes, the Coalition has spread rumors that they have more of them operating in the Gulf of Mexico. This has caused a marked reduction in attacks against Coalition ships in the Gulf and that along would likely have paid for the ship.
The vessel shares the same basic hull, deck, and superstructure as the large hull version of the Supply class merchant transport. The superstructure is large and blockish and is similar to those that have dominated Civilian ships since the middle of the Twentieth Century and appears to have five large cargo holds with four forward of the superstructure and one aft of the superstructure. The ship has two large cranes forward of the superstructure and one crane behind the superstructure. All of the cranes are operational and can be used to load equipment into the holds and reload missiles. Other than this, the ship has few similarities with the Coalition main cargo vessel design (The Coalition does operate a few pre-rifts merchant designs). The ship is reinforced and carries heavy internal armor. The Bonaventure can continue operating when it has received damage which would shred a normal Supply class transport. Instead of short haul engines, the ship is powered by fusion reactors and has a virtually unlimited operational area. The speed was not improved when compared to the standard Supply class and uses the same power transfer system to the main screws. The ship would likely be used to clear pirates from the oceans if their could get the ship passed Free Quebec. Free Quebec allows no Coalition Military or Civilian designs though their territory due to being at war.
The main weaponry of the ship is carried in the cargo holds. The forward two holds have two long range missile batteries concealed inside each one. Each launcher has a total of eighty missile cells and has a special reload system. Each missile launcher has two reloads and two medium range missiles can be substituted for a long range missile. This is rarely done because the missiles are normally used for fast hammer blows which the long range missiles are more effective for that role. As well, the long range missiles can carry more guidance and are better at target discrimination. The two forward holds closer to the superstructure are giant hanger bays for power armors. Each one holds three hundred and has launching and reloading facilities as well. Behind the superstructure is a final cargo hold. This hold acts as a hanger for helicopter and other VTOL aircraft. The hold has two decks and each deck can hold up to two helicopters. One additional helicopter can be lashed to helicopter pad for a maximum total of five helicopters. Each hold is fitted with an elevator and the cranes can be used in an emergency as well.
The ship retains the four laser cannons mounted on the superstructure. These are designed to be used against missiles, aircraft, and small boats. In addition to this, the Trojan Horse carries four short range missile launching batteries similar to those carried on the Barracuda patrol boat but are retractable so they can be concealed within the deck. There are two mounts in the bow and two mounts on the fantail of the ship. These mounts are the ship’s primary anti-missile defense systems. The ship also carries a miniature phased array system on a retractable mount in the superstructure. This system is projected from the top of the superstructure when the ship engages in combat. The system is used both for the targeting of missiles and forward air control of power armors and helicopters. It can be used to control elements from other vessels as well and can data link into systems in ships, aircraft, and even ground vehicles. The ship’s systems are about equal to those carried on the more advanced destroyers and cruisers operating on Rifts Earth but are carefully concealed within the design.
The vessel is not just designed as a platform to deploy troops from, it is also designed to operate in support of them. The ship carries an impressive load of spare parts for this role. In addition, the ship carries some of the best and most machine shops that have been built. The machine shops have impressive automation and are capable of repairs on small equipment, power armors, and even the helicopters. The ship could likely even act as a repair tender if needed. For propulsion and navigation, the ship requires only a small crew but the ship needs crew members to support the weapon systems and operate various combat and sensor systems. The ship acts as the main communication platform for most troop operations and many of the crew are involved in this. The Bonaventure could act as a flagship if needed although has never been required to do so. In addition to the normal crew and the SAMAS pilots, the ship carries Naval Infantryman. These personnel are normally tasked to internal ship defense. The ship carries a large number of troops for Special Forces including Seals and Water Dogs. When the ship was deployed against New Kenora, a larger percentage of both the troops and crew were well trained elite but since fighting has broken out between the Coalition and both Tolkeen and Free Quebec, high command has pulled many of the elite soldiers and has replaced them with green recruits.
Model Type: Modified Coalition CT-008B Supply Class Transport
(Project Trojan)
Class: Covert Assault Platform
Crew: 485 (50 Officers and 435 Enlisted)
Troops: 800 (600 SAMAS Pilots and 200 Other - Mostly Naval Infantryman)
Robots, Power Armors, and Vehicles:
Power Armors:
140 | PA-06A "Death’s Head" SAMAS Power Armor | |
160 | PA-07A "Smiling Jack" Light Assault SAMAS Power Armor | |
40 | PA-08A Special Forces “Striker” SAMAS Power Amor | |
100 | PA-09A Super SAMAS Power Armor | |
160 | PA-10A Amphibious "Sea SAMAS" Power Armor |
3 | CH-10N Sea Storm Attack Helicopter | |
2 | CH-12N Sea Wasp Attack/Transport Helicopter |
M.D.C. by Location:
CR-4T Laser Turret (4, Superstructure): | 100 each | |
Retractable Short Range Missile Launchers (4, Hull): | 120 each | |
[1] VLS Long Range Missile Batteries (4, 2 each forward hold): | 200 each | |
[1] Cargo Hatches (5, 4 forward of superstructure, 1 aft): | 500 each | |
Cargo Cranes (3): | 150 each | |
Helicopter Pad (aft): | 240 | |
[2] Retractable Radar System Mount: | 400 | |
[2] Retractable Radar System (4 Panels) | 100 each | |
Bridge / Superstructure: | 1,200 | |
[3] Main Body: | 6,500 |
Notes:
[1] When cargo holds are closed, the M.D.C. of the cargo hatch must
be depleted before missiles launchers can be hit directly. Missile launchers
cannot fire when cargo hatches are closed.
[2] Destroying all four arrays will knockout the ship’s sensor systems
(missiles are fired at - 2 to strike, relying on their own homing sensors;
range for all weapon systems drops to line of sight) but will destroy the
ship’s fire control systems but guns. Each array is a relatively small
target requiring a called shot at - 1 to strike
[3] Depleting the M.D.C. of the main body will cause the ship to sink
in 1D4 minutes. Inflatable rafts (enough for twice the maximum crew and
troops) are stored in special compartments on the ship.
Speed:
Surface: 29.9 mph (26 knots/ 48.2 kph)
Maximum Effective Range: Effectively Unlimited due to fusion engines (needs to
refuel every 15 years and requires maintenance as well). Ship carries four
months of supplies on board.
Statistical Data:
Draft: 41 feet (12.5 meters)
Width: 108.3 feet (33.0 meters)
Length: 869.4 feet (265.0 meters)
Displacement: 40,500 tons fully loaded
Cargo: Can carry 3,000 tons of nonessential equipment and supplies. Each
enlisted crew member has a small locker for personal items and uniforms.
Ships officers have more space for personal items. Most of the ship’s spaces
are taken up by extra ammo, armor, troops, weapons, and engines.
Power System: Two nuclear reactors with an average life span
of 15 years.
Black Market Price: Not Available for sale but cost the CS around
800 to 1,000 million credits each to construct.
Weapon Systems:
- CR-4T Laser Turrets: This is the only weapon system carried
on the Bonaventure which is also carried on a normal Supply class Merchant
Marine Transport. The weapon is the same as is mounted on the Sky Cycle
except the mounts have a 180-degree rotation and a 90-degree arc of fire.
The weapons are controlled by gunners and can be used against small boats,
missiles, and aircraft.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega-Damage: 6D6 per dual blast
Rate of Fire: Equal to the combined hand to hand attacks of the door gunner (usually 4 or 5).
Payload: Effectively Unlimited. - Long Range Missile Launchers (4): The missile launchers are
located in the cargo holds with two in each of the forward cargo holds.
The launchers fire the missiles vertically and have cells for eighty long
range missiles and have two full reloads for each battery. Each launcher
can carry up to 160 medium range missiles (although rarely carried), 80
long range missiles, and can be mixed between them. One long range missile
can be substituted for two medium range missiles. The launchers are rapid
firing and the launchers can fire the total payload of the ship within
a few minutes. Because of missile range, the ship can launch missiles beyond
visual range. The missiles are controlled by the ships fire control systems
located near the bridge and normally watched by the ships fire control
officer.
Maximum Effective Range: As per long or medium range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per long or medium range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or volleys of two (2), four (4), or sixteen (16) missiles per launcher. Missile cells are automatically reloaded and are ready to fire next melee.
Payload: 80 missile cells in each launcher with reload systems for each cell and can reload the launcher twice before running out of missiles (320 missiles cells total - can carry up to 960 long range missiles). One long range missile or two medium range missiles may be carried per cell but reload must be the same load out as well. - Short Range Missile Launcher: This is similar to the launchers
carried on the Barracuda patrol but launcher is retractable and is concealed
under the deck when not in use. The ship carries two mounts in the front
of the vessel and two mounts near the fantail of the ship. The missile
launchers are primarily design as an anti-missile defense but are useful
against aircraft, ships, and even ground targets as well. Short Range Missiles
are usually a mixture of 50% Armor Piercing and 50% Plasma Missiles.
Maximum Effective Range: As per short range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per short range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire short range missiles one at a time or in volleys of three (3), six (6), or twelve (12) short range missiles.
Payload: 24 missiles each.
Special Systems:
The ship has all systems standard on a robot vehicle plus the following
special features:
- Mini SPY-1XL Phased Array Radar: Powerful and flexible and is based on a pre-rifts radar system, It is comprised of four panels low on the superstructure that each emit radar waves. Less advanced than most of the phased radar system fitted on the Coalition ships but still powerful. The system is the same as carried on the modified Perry class frigates and chosen because the mounting is small. If allowed by the horizon, the system can track out to 201.4 miles (175 nautical miles / 324.1 km) and can simultaneously track and identify up to 288 targets at one time. The system controls missile launched from the long range missile launchers and the system can track and guide each individual missile to an individual target for up to 96 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts.
- Combination Radar Detectors and Active Jamming System: Combination of radar detection system (ESM) and an active jamming system. The system can detect another radar system at around 125% of the range of the transmitting radar, subject to radar horizon. In jamming mode, causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2001, Kitsune. All rights reserved.