CAF Stormcloud Cruiser / Testbed (Modified Warshield):


As might be expected with a Navy as large as the Consortium, a number of warships are used as "test bed" vessels with a number of modifications. Modifications might include propulsion, weaponry, defensive systems, sensor systems, and automation. In some cases these ships are built from the keel out as "test beds" while others are modified from their original configuration. Test bad vessels might be used for only testing purposes or may continue to serve in active duty.


While the Consortium operates a few other cruiser classes, the bulk of their fleet is made up of Warshield class cruisers. Over two thousand of them are in service. In addition to the Warshield, the Consortium operates about three hundred older Natasha Kurganov class missile cruisers and about a dozen Champion class heavy cruisers. There are no plans to retire the Warshield class cruiser although the Champion class heavy cruiser is planned to replace the Warshield in new construction.


Warshield class cruisers are generally considered excellent vessels and are among the most advanced warships operated in the Three Galaxies. They are fast, well armed, and extremely tough. Some vessels built by independent governments have advantages over the Warshield. The New Coventry "Warspite" class heavy cruiser has a heavy missile battery for example.


A number of Warshield class cruisers have been used as test beds for various hardware. One of these is the Stormcloud. The Stormcloud was originally commissioned a couple of decades ago and served with distinction. At one time, there was consideration given towards selling the cruiser to an independent defense force but was retained. Even though a test bed, the Stormcloud is still an active serving warship. As well, she was never modified back to her original configuration. As a test platform for new equipment, she had far more of senior brass and engineers visiting the vessel.


Instead the Consortium decided to use the Stormcloud as a test bed for new weapon systems. This came in two stages. The first stage replaced her heavy laser battery with Graser mounts and she was the first ship mounted Graser weaponry mounted on Consortium vessels. Grasers are Gamma Radiation lasers. Graser weaponry is both longer ranged and have a higher energy throughput than normal lasers. Her two 20 cm lasers were replaced by two 25 cm Grasers and her four 12 cm lasers were replaced by four 15 cm Grasers. This new weaponry increases energy weapon firepower by approximately fifty percent over the standard laser battery.


The second phase of modification was replacing the four 8 cm gravity rail guns with the much larger 20 cm gravity rail guns. These also are the first of this type of weapon to enter the fleet. While these rail guns fire much slower, when used against ships fire a much heavy projectile. The projectile is guided by a tachyon beam and is far more accurate. The heavy mount also has approximately twice the range of the weapon system it replaced.


Initially the weaponry fired a single heavy projectile but a sub-caliber projectile was also developed. In flight, it breaks into eight smaller projectiles. Each projectile is also guided by a tachyon guidance system. This was found useful in the point defense role against incoming missiles and extended out the defense batteries of the cruiser. In addition, the projectiles were found useful against ground targets although the main projectile has to carry a heat shield to go through the atmosphere without being damaged.


Both the grasers and heavy gravity rail guns had little trouble in the testing phase. In fact, the engineers seem to have been surprised at just how few problems that they had with the weapon systems. The ship did lose some of its reloads for its mini-missile launchers as well as cargo capacity being reduced. There has been some discussion of modifying the defense array to one similar to New Coventry vessels with heavier gravity rail guns, tachyon scatter weaponry, and medium range missile launchers but the original defense array is presently retained. The two Battleram robots were replaced by a pair of Proctor class heavy fighters by the previous captain. Several captains of Warshield class cruisers have exchanged the robots for two of the heavy fighters.


The weapon array was originally planned for the Champion class heavy cruiser and the smooth acceptance of the weapon systems allowed production to begin on the heavy cruiser. The same array replaced the originally planned battery for the Archer and Aegis class battlecruisers. As well, the Consortium plans to modified existing Protector class battleships into the Paladin configuration replacing all of the lasers and standard rail guns with grasers and heavy rail guns. Some fleet officers would like to upgrade all Warshield class cruisers to the same configuration as the Stormcloud but these modifications have not been done to any Warship class cruisers except for the Stormcloud. It has been suggested that there is concern that modifying the Warshield might impact new construction of the Champion class heavy cruiser.


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: SC-55 (Modified)
Vehicle Type: Light Cruiser
Crew: 260 (20 Officers, 240 enlisted)
Troops: 60 Marines (Typically 30 stay on board for ship defense), 30 fighter pilots, 10 silverhawk pilots, and can carry up to 40 passengers in addition to standard military personnel (often an admiral and staff if the ship is acting as a flagship)


Vehicle, Robots, and Power Armors:
Power Armors:

10SH-CCW100 Silverhawk Attack ExoSkeleton
Fighter Compliment:
6CAF SF-69 CAF Scorpion Star Interceptor
6Bushido BIF-67 Katana fighter ship
2 CAF LRF-25 Proctor Heavy Fighters


M.D.C. By Location:

25 cm Secondary Graser Cannons (2, Front):1,500 each
15 cm Support Graser Cannons (4):1,000 each
Heavy Mass Drivers (4):1,200 each
Point Defense Gravity Rail Guns (8):200 each
Point Defense Particle Beam Cannons (8):150 each
Cruise Missile Batteries (2):1,000 each
Long Range Missile Batteries (4):600 each
Mini Missile Launchers (8):100 each
Outer Hull (40 ft/ 12.2 m Area):150
Inner Hull (40 ft/ 12.2 m Area):100
[1] Bridge:10,000
[1] Secondary Bridge:10,000
Hanger Bay:12,000
[2] Main Engines (2):12,000 each
[3] Main Body:45,000
[4] Variable Force Field:5,000 per side (30,000 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 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 propulsion 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% (1,500 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 0.85 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 300 mph (480 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 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: 600 feet (182 meters)
Height: 120 feet (36.5 meters)
Width: 200 feet (61 meters)
Weight/Mass: 100,000 tons (90,800 metric tons)
Power System: Anti-Matter with a 50 year life span. The ship normally only goes 10 years between refueling and refitting.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 5,000 tons (4,540 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: The modifications to the Warshield class cost 1.5 billion credits. If more Warshield were modified, cost would be reduced to about 1.0 billion credits per ship. The Consortium will not sell the Stormcloud and unmodified Warshield class cruisers cost 2.4 billion credits to build (Consortium sell these for three times building cost to Consortium member systems only.)


WEAPON SYSTEMS:

  1. Two (2) 25 cm Heavy Graser Cannons: Cannons are located on the front of the starship and are used as anti-capital ship weapons and can take out frigates in one shot and can do large amounts of damage to bases or larger starships. Graser cannons use focused gamma radiation and are very powerful. The weapon mounts have about a 25% increase in both range and damage over standard laser cannons of the same size. The cannons are mounted in the sides of the ship. Batteries can be fired up to 180 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 45 degree angle up or down. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 125,000 miles (201,000 km) in space. and 125 miles (201 km) in an atmosphere.
    Mega Damage: 1D6x1000 M.D.C. each and both can be combined for a total of 2D6x1000.
    Rate of Fire: Maximum of two (2) times per melee per cannon.
    Payload: Effectively Unlimited.
  2. Four (4) 15 cm Graser Cannons: Graser cannons use focused gamma radiation and are very powerful. The weapon mounts have about a 25% increase in both range and damage over standard laser cannons of the same size. These cannons are the support battery of the ship and while quite powerful, they do not have the incredible firepower of the main battery except when fired together. Three cannons are mounted on the top of the ship and three cannons are mounted on the bottom of the ship. Batteries can be fired up to 180 degrees toward the rear on either side and can fire at a 90 degree angle up or down. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 20,000 miles (32,200 km) in space and 20 miles (32.2 km) in an atmosphere.
    Mega Damage: 3D6x100 M.D.C. each and two can be combined for a total of 6D6x100.
    Rate of Fire: Maximum of two (2) times per melee per cannon.
    Payload: Effectively Unlimited.
  3. Four (4) 20 cm Heavy Mass Drivers: This weapon replaced the heavy G-Cannon turrets because the G-Cannons did not inflict enough damage on targets and when ships are against other ships that had the spell impervious to energy, the problem was a severe handicap. A new weapon system was developed around the concept of firing a massive high density projectile at a target at incredible velocity. The projectile masses around half a ton and relies on pure kinetic energy instead of explosives.
    The weapon system is not unguided but instead has limited maneuverability using a low powered contra-grav system. Guidance is through a relatively short range tachyon guidance system (Gives +3 to strike.) Because of the low maneuverability of the projectile, 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. Like 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. These projectiles are also guided by a relatively short range tachyon guidance system (Gives +3 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 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 mounts are in the front of the ship and two mounts are on the sides of the ship. The ship will make radical side turns to allow the side launchers to fire forward if on a direct approach to the target.
    Maximum Effective Range: 20,000 miles (32,200 km) in space. with range of 40 miles (64.4 km) in an atmosphere.
    Mega Damage: Standard Kinetic Projectiles: 2D6x100+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: 2D6x10 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 four per melee (Each larger projectile when loaded with sub caliber kinetic projectiles has eight projectiles.)
    Payload: 100 projectiles for each mass driver (600 total) -Usually 70 standard and 30 sub-caliber loaded projectiles per mass driver.
  4. Eight (8) 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 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 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. Eight (8) 25 mm Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense. 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. 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 dead 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. 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 missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) 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 10 reload of missiles (640 cruise missiles reloads total.)
  7. Four (4) 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, battery, 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 missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per battery, per melee attack.
    Payload: 1,280 total, 320 long range missiles per battery.
  8. Eight (8) 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 missiles one at a time or in volleys of four (4) or eight (8) mini-missiles.
    Payload: 128 per launcher for a total of 1,024 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).


Copyright © 2011, Kitsune. All rights reserved.



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