Consortium Orbital Fortress - Heavy:


Orbital defenses are more important than most people think they are. Mobile fleet are of course important and allow militaries to project power. Still, a government must defend your important facilities and systems when their mobile forces are elsewhere. Fixed defenses are generally far less expensive than mobile forces so are more affordable than using mobile forces in both roles.


Orbital fortresses, even though they have some limited ability to move, are usually considered part of fixed forces. This is due to the fact that while they can move to some extent, they are incredibly slow compared to starships of the Three Galaxies. They are basically designed only to be able to maneuver so they are less vulnerable to missiles fired from beyond powered range and to enable fortresses to maneuver in able to compensate for destroyed or heavily damaged platforms.


The Consortium used fixed forces just as the Human Alliance. Most systems within the Consortium are protected mainly by smaller fortresses but important facilities and systems are often protected by heavy fortresses. In some cases, there will be heavy fortresses supported by smaller fortresses. Some places include major shipyards, supply bases, and command posts. During times of war, these fortresses will usually be reinforced with minefields to make them even more dangerous.


While the Consortium “Light” Fortresses are larger than Human Alliance Fortresses, the larger Consortium Fortresses are smaller than the similar Human Alliance Fortresses. Like most fortresses, these fortresses are built in sections and then assembled. These sections are designed to be carried easily in merchant ships. While it rarely happens, these fortresses can be disassemble and then moved. Unlike smaller fortresses, these fortresses are more often moved.


Unlike their battleships, the Consortium will sell these fortresses but these fortresses are usually extremely expensive. In fact, some self defense forces have decided to either develop their own fortresses or buy older Human Alliance fortresses and upgrade them. The only exception is that in some cases the Consortium will sell these fortresses for a reasonable price to systems where the fortresses have already been assembled and they do not wish the expenses of moving them.


While these fortresses are heavily armed, these fortresses are designed in large part as fighter platforms. Their fighter compliment is similar to that of a Packmaster class carrier although the platforms lack ground assault forces. A total of just over five hundred fighters are carried. Instead of medium fighters, a larger percentage of fighters are light fighters. The fortress has around three hundred light fighters, two hundred medium fighters, and around forty heavy fighters. Fortresses which have been in use for expended periods have older fighters in many cases although most heavy fighters carried are Proctor class because they give better long range scouting ability than older fighters. In addition the fortress has around three hundred Silverhawk space power armors and two hundred Ground Pounder power armors for internal defenses.


These fortresses have the same heavy missile battery as the lighter fortress with four capital missile batteries and six long range missile batteries. While it has two fewer long range missile batteries than the Human Alliance heavy fortress, the batteries can fire more missiles per volley. The fortress carries twice as many missiles as the smaller Consortium fortress. Even though the platforms can somewhat maneuver, they are still at a disadvantage when it comes to missile duels.


Direct fire weaponry are eight 20 cm lasers, twelve 12 cm lasers, and twelve 8 cm heavy rail guns. The older Human Alliance fortress carries a heavier weapon battery than the much newer Consortium fortress but the 20 cm lasers are longer range than the Human Alliance heavy particle beams. The heavy energy battery is capable of quickly wrecking any warships smaller than a battleship. The Consortium has no plans to upgrade batteries to Grasers.


Point defense of the fortress are sixteen mini-missile batteries, twenty-four particle beams, and twenty-four gravity rail gun mounts. The point defense battery is more powerful than the battery of the original Protector class battleship although about equal to the battleship as it has been upgraded on the CFS Paladin. As with capital and long range missiles, the fortress has more mini-missiles than the battleship carries. All mini-missiles are generally smart missile types.


These fortresses are designed to be operated by fairly small crews and have extensive automation. This lowers operating costs and clears up manning for warships. They do however have extensive command and control facilities. Often they will be used as second command facilities.


As with most platforms, these orbital fortresses only have minimal thrusters. Most often actually they are only used to keep the platforms in a stable orbit. In addition, station can be spun to bring all of the weaponry to bear in a single direction. Power is provided by fusion reactors instead of anti-matter reactors. These reactors are more economical than anti-matter systems even though far more massive. They can also be refueled with resources with even relatively primitive resources.


Like many fortresses, these are designed to act as support facilities for mobile vessels. The ability to support large ships such as fleet carriers and battleships is limited but these fortresses are well set up to support destroyers and cruisers. The main role is for resupply of these smaller vessels but also have facilities for light and moderate repairs. Generally though, major repairs need a shipyard or repair ship. These fortresses also have extensive medical facilities equal to those of a full sized hospital ship.


The orbital defense fortress design uses modified starship speed and range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.


Model Type: CAF ODF-H8.

Vehicle Type: Orbital Defense Fortress (Heavy).

Crew: 1,255 (75 officers and 1,180 enlisted).

Troops: 300 marines ( typically stay on board for ship defense), 950 fighter pilots / crews, and 520 power armor pilots. These stations also have extensive command and control facilities.


Vehicles:

Power Armors & Robots:

 

200

CAF-PA-10 Ground Pounder Power Armors.

 

320

SH-CCW100 Silver Hawk Power Armors.

Fighter Compliment:

 

96

BIF-67 Katana Star fighters (H.A. Osprey Interceptor / Attack Fighter in some cases).

 

36

LRF-25 Proctor Long Range Star Fighters.

 

288

SF-69 Scorpion Light Star Interceptor (Wolfen Falx Supina in some cases) .

 

48

SF-101 Black Eagle Star fighters (H.A. Osprey Attack Fighter in some cases).

 

48

SF-101I Storm Eagle medium interceptor (H.A. Osprey Interceptor in some cases).


M.D.C. By Location:

 

20 cm Main Laser Cannons (8):

1,200 each.

 

12 cm Heavy Laser Cannons (12):

800 each.

 

8 cm G-cannon Turrets (8):

800 each.

 

Point Defense Gravity Rail Guns (24):

200 each.

 

Point Defense Particle Beam Cannons (24):

150 each.

 

Cruise Missile Batteries (4):

1,000 each.

 

Long Range Missile Batteries (6):

600 each.

 

Mini Missile Launchers (16):

100 each.

 

Outer Hull (40 ft/ 12.2 m Area):

150.

 

Inner Hull (40 ft/ 12.2 m Area):

100.

 

[1] Bridge / Command and Control:

50,000.

 

[1] Auxiliary Bridge / Command and Control:

50,000.

 

Hanger Bays (4):

40,000 each.

 

[2] Main Body:

250,000.

 

[3] Variable Force Field:

10,000 a side (60,000 total).


Notes:

[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the station’s armor. This station also has two auxiliary bridges. Even if both bridges are taken out, the station can still fire weaponry on local control. Weapon hits near the bridges that do not penetrate the station’s integrity can injure crew members on or near the bridge.

[2] Depleting the M.D.C. of the main body will put the station out of commission. All internal systems will shut down, including life support and internal gravity. The station itself will be an unsalvageable floating wreck.

[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (3,000 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 due to having military class radiation and particle shielding however almost never travels at that velocity. Orbital fortress can accelerate/decelerate at the rate of 0.05 percent of light per melee.

Can also spin rapidly so it can bring all weapon mounts to bear in all directions necessary. Contra-Grav Thrusters allows the station to increase its rotate at the rate of 9 degrees per melee. It normally takes 10 minutes to get station rotation up to 360 degrees per melee. This is normally the maximum the station will rotate at.

Atmospheric Propulsion: Not possible. The space platform would likely come apart in an atmosphere and are only operated in space.

Stardrive: The ship / platform carries no stardrive.

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


Statistical Data:

Length:                1650 feet (502.92 meters).

Height:                725.5 feet (221.13 meters).

Width:                 1650 feet (502.92 meters).

Mass/Weight:      25 million tons (22.68 million metric tons).

Power System: Advanced Fusion with a 40 year life span. The platform normally only goes 10 years between refueling and refitting.

Cargo: Cargo holds are scattered about the station that allows for the storage of up to 2 million tons (1.81 million 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. Station officers have more space for personal items. Most of the station’s spaces are taken up by extra ammunition, armor, troops, weapons, and other equipment.

Market Cost: Platform costs the Consortium about 15 billion credits to manufacture in present time in the Three Galaxies. When the Consortium sells these platforms, they sell them for 40 to 60 billion credits. Occasionally, they can be purchased by the system for a bit less. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Eight (8) 20 cm Heavy Laser Cannons: The fortress is armed with four 20 cm cannons. The fortress can be spun so that all heavy energy weapons are able to direct on a single target. Main anti-capital ship weapons and can take out frigates in one shot and can do large amounts of damage to larger starships. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. The barrels can be fired either forward or behind and can be rotated 60 degrees horizontally or vertically. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an atmosphere.

    Mega Damage: 1D4x1000 M.D.C. each.

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

    Payload: Effectively Unlimited..

  2. Twelve (12) 8 cm Heavy Rail Guns: Used as one of the secondary batteries of the fortress. The fortress can be spun so that all heavy direct fire weapons are able to direct on a single target. They are used against targets that are impervious to energy as well. System can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee) and can rotate 180 degrees. Projectiles come out of weapons at a significant fraction of the speed of light.

    Maximum Effective Range: 10,000 miles (16,100 km) in space, range is 10 miles (16.1 km) in an atmosphere.

    Mega Damage: 1D4x100 M.D.C. per 80 round burst each.

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

    Payload: 32,000 rounds each (400 bursts).

  3. Twenty-Four (24) 12 cm Heavy Laser Cannons: Used as one of the secondary batteries of the fortress. The fortress can be spun so that all heavy energy weapons are able to direct on a single target. Two can be combined together. Weapon has standard penalties to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Up to two may be fired as one volley.

    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. Two laser cannons can be combined for 4D6x100 Mega Damage.

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

    Payload: Effectively Unlimited.

  4. Twenty-Four (24) 20 mm Point Defense Gravity Rail Guns: Used as an anti-starfighter and missile weapon and against targets that are impervious to energy. Each rail gun is mounted in a turret that can rotate 360 and has a 180 arc of fire. When used in space, projectiles are fired from the rail guns at a significant fraction of the speed of light. Cannons uses a 20 mm projectile. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 2 miles (3.2 km) through atmosphere and 200 miles (320 km) in space.

    Mega-Damage: Rail guns inflict 2D4x10 M.D.C. for a 20 round burst.

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

    Payload: 10,000 Rounds (500 Bursts) each cannon.

  5. Twenty-Four (24) 25 mm Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense. Each particle beam is in a turret that can rotate 360 and has a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.

    Mega Damage: 3D6x10 M.D.C. each.

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

    Payload: Effectively Unlimited.

  6. Four (4) 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.) 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. 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 128 cruise missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.

    Payload: 128 total, 32 cruise missiles per launcher. Ship has 24 reload of missiles (3,072 cruise missile reloads total).

  7. Six (6) 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. 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: 3,820 total, 640 long range missiles per launcher.

  8. Sixteen (16) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. Even though short ranged, most mini-missiles used in the Three Galaxies are guided. 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 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 2,048 mini-missiles. Cargo hold has an additional 6,144 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


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