HAFS Boadicea class Cruiser:


When the Human Alliance was founded, the Navy was initially composed of a variety of different vessels. These vessels belonged to the individual planets which became member worlds and varied greatly in capabilities. Of course, training also varied greatly between the various member planets as well. At the same time as the first Human Alliance Military academy was opened, construction began on a new cruiser design. This new class, called the Boadicea class, was built and the ship became the backbone of the Human Alliance forces until the Kurganov class missile cruiser and Everest class gun cruiser entered service. The cruiser class was innovative at the time and introduced many systems used in later Human Alliance designs. The Boadicea class was more of a general purpose cruiser design than the later cruiser designs.


With large numbers of newer cruisers entering service, the Boadicea class were relegated to second line duties although were still quite numerous. Second line services included patrolling backwater systems and escorting slow convoys. When the Consortium was formed, the new Consortium Space Navy saw no reason to incorporated these ships into their forces and instead chose the later Human Alliance Kurganov and Everest classes and the Wolfen Lictor class. Eventually, the Human Alliance decided to retire the ships as well. They simply were considered too slow. Many of the ships were retired to Independent Defense Forces and some found their way outside Consortium space as well. Being more affordable than most other cruiser classes, some have been purchased by mercenary companies. Recently, a number of the ships have found their way into the hands of the Free Worlds Council. The ships limited faster than light speed is considered their largest weakness and many operators of these ships use them for system defense where this is less of a weakness. A few Boadicea class cruisers have been upgraded to more current standards but most of the class have been modified little compared to their original configuration.


As previously listed, the Boadicea class is a general purpose design compared to the later Human Alliance cruiser designs. Interestingly, a very similar weapon layout to the Boadicea class was selected for the Consortium Warshield class. The Warshield is armed with two cruise missile batteries and four long range missile batteries. The Boadicea class almost mounts two cruise missile batteries and four long range missile batteries. The individual batteries cannot fire as many missiles as the newer launchers on the Warshield and each launcher is bulkier. The Warshield mounts two long range heavy energy weapons, four medium range heavy energy mounts, and four heavy rail guns. The Boadicea does not mount any heavy rail gun mounts but mounts two 28 cm particle beams and four 12 cm laser cannons. Point defense is slightly lighter than the Warshield and the ship mounts eight point defense laser mounts, six point defense rail gun mounts, and six mini-missile batteries.


At the time of introduction, the Boadicea class was one of the fastest ships in space and was able to travel at faster than light speeds of two and a half light years per hour. The ship was considered very maneuverable and acceleration was excellent when it was first introduced. Virtually all new cruiser classes can pull better acceleration and faster than light speeds than the Boadicea class. Power is provided by a fusion reactor instead of an anti-matter plant. Because the power generated compared to the mass of the system is far less than in an anti-matter power plant, the fusion reactor is far larger than the reactor in later vessels. Still, the fusion plant is far safer and cheaper to refuel. While unable to take the damage of more modern classes, the Boadicea class was well armored and carried powerful shields when it was designed.


Ships of this class can be found with a huge variety of different fighter types. While in Human Alliance service, the most common fighter carried was the Osprey medium starfighters. Common newer fighters carried include Naruni and Bushido Industries designs. A squadron of twelve medium fighter is normally carried. Some Boadicea class cruisers mount eighteen light starfighters instead of twelve medium starfighters. Marine are carried onboard most Boadicea class cruisers but they are mainly carried for shipboard defense.


Boadicea class cruisers are named after historic figures in human history. Names include Alexander, Caesar, Cleopatra, Robert E. Lee, and Erwin Rommel. The Boadicea herself is still in existence as a historic starship although she is not operational. As a museum, she is very popular for both tourists and military scholars. Her battle history is a fascinating subject.


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-06
Vehicle Type: Cruiser
Crew: 345 (28 Officers, 317 enlisted)
Troops: 40 marines ( typically stay on board for ship defense), 24 fighter pilots, and 12 power armor pilots


Vehicle, Robots, and Power Armors:
Fighter compliment can vary with 18 Light Starfighters replacing 12 Medium Starfighters.
Power Armors:

12Light Power Armors
Fighter Compliment:
12Medium Starfighters (Commonly the SF-6 Osprey Starfighters)


M.D.C. By Location:

Main 28 cm Particle Beam Batteries (2):1,200 each
Secondary 12 cm Heavy Laser Cannons (4):600 each
Point Defense Rail Gun Turrets (6):150 each
Double Barrel Defense Laser Turrets (8):150 each
Cruise Missile Batteries (2):600 each
Long Range Missile Batteries (4):400 each
Mini-Missile Launchers (6):100 each
Outer Hull (40 ft/ 12.2 m Area):120
Inner Hull (40 ft/ 12.2 m Area):80
[1] Bridge:6,000
[1] Auxiliary Bridge:6,000
Hanger Bay:5,000
[2] Main Engines (2):7,500 each
[3] Main Body:25,000
[4] Variable Force Field:2,500 a side (15,000 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 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% (750 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 0.65 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 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: 580 feet (176.8 meters)
Height: 145 feet (44.2 meters)
Width: 240 feet (73.2 meters)
Weight/Mass: 112,000 tons (101,600 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 4,000 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 take up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: Ship would cost about 1.2 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships sell for 2.0 to 3.5 billion credits.


WEAPON SYSTEMS:

  1. Two (2) Main 28 cm Particle Beam Batteries: In the front of the ship are two 28 cm particle beam cannons. These can be fired forward and can be angled up to 120 degrees aft (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: 1D4x1000 M.D.C. each (Both can be linked for 2D4x1000 M.D.C. for both)
    Rate of Fire: Maximum of three (3) times per melee per particle beam.
    Payload: Effectively Unlimited.
  2. Four (4) 12 cm Heavy Laser Cannons: Laser cannons are used against frigates and as against heavily reinforced targets. Two are located on either side of ship. Weapon has standard penalties to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Only two cannons can be fired as one volley. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    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 or 4D6x100 for two.
    Rate of Fire: Maximum of two (2) times per melee each laser cannon.
    Payload: Effectively Unlimited.
  3. Six (6) 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. Projectiles are fired from rail guns 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. Eight (8) Point Defense 2 cm Lasers in Double Mounts: used as an anti-starfighter and missile weapon. Each laser turret 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: 2.5 miles (4 km) miles through atmosphere and 250 miles (402.3 km) in space.
    Mega-Damage: 2D6x10 M.D.
    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 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. 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.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) missiles per battery, 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 battery. Ship has 8 reload of missiles (384 cruise missiles reloads total.)
  6. 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, 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) missiles per battery, per melee attack.
    Payload: 960 total, 240 long range missiles per battery.
  7. Six (6) 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) missiles.
    Payload: 128 per launcher for a total of 768 mini-missiles. Cargo hold has an additional 3072 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.




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Writeup by Kitsune (E-Mail Kitsune).


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