HAFS Thunderer Class Battleship (Modified Yamato):


The Yamato class battleship was one of the backbones of the Human Alliance Forces Navy and have served with distinction in many battles over the long career of the battleship. Unfortunately, the ship is becoming dated with the largest problem being that the weapon systems are not as powerful as those mounted in the newer warships of the same size class such as the Consortium Protector class battleship.


The senior admirals and chiefs of staff of the Human Alliance fleets realized that this would also be problem if they had to fight the Kreeghor. The original plan was to replace the battleship with smaller battlecruisers. With the massive military upgrade campaign, the Human Alliance military budget simply cannot support the construction of new battlecruisers with all of the other ship construction planned.


A more austere plan was instead followed. They would simply upgrade the older Yamato class battleships. The concept started with the HAFS Thunderer entering a shipyard. Originally the battleship was planned for only an overhaul and basic refit. In time though, it was decided to upgrade the battleship to a much larger extent.


Several things occurred at almost the same time. First, New Coventry captured a Kurganov class cruiser from pirates and upgraded the ship to virtually modern standards. This gave the Human Alliance senior personnel an idea on how they might upgrade their older vessels.


The second, which has been only whispered about, is a nervousness that the C.C.W. may collapse within forty years as a political entity due to internal strife. Suddenly, the need for new or refitted ships become very important so that there will be protection against the Trans-Galactic Empire. There might very well not be time to construct a new class of battlecruisers to replace the Yamato class.


Since the Thunderer was already under refit, it was decided that she would become the first ship of the Yamato class to be refitted. A refit would take less time and be far cheaper than building new ships. The plan is that future ships for refitting will come from reserve fleets. Some have very little operational service and are in excellent condition. The Thunderer has just completed her shipyard period and while still minor work is being done, the ship has been fully commissioned. The newly refitted battleship has been used in a tactical work up exercise against a CAF Protector class battleship, the CNS Knight, and actually beat the Protector due to the much improved point defense.


In firepower, this Thunderer is now is almost the equal of the later and slightly larger Consortium Protector class battleship. The Consortium is upgrading their Protector class battleships and replacing the main laser batteries with graser (Gamma Radiation Lasers) batteries. The old laser batteries originally on the Protectors are surplus and are being sold to the Human Alliance for a fraction of the cost that new laser batteries would cost.


Half of the 12 cm laser battery is replaced by heavy gravity rail gun mounts. These are also come from refitted Protector class which are replacing the rail guns with an even heavier, although slower firing, rail gun mount. Most likely though the Human Alliance will not be able to rely on surplus rail guns. These rail guns give the battleships a measure of firepower against targets which are impervious to energy.


The capital and long range missile battery is completely gutted and replaced by newer missile batteries. While the batteries are of similar size, these enable the battleships to fire a fifty percent larger volley of capital missiles and increase long range point defense by fifty percent as well. Cargo space is greatly reduced in part to increase the number of capital missile carried. The Human Alliance has access to all missile types of the Consortium with the possible exception of super heavy anti-matter warheads. Most likely they could reproduce those as well but the navy prefers X-Ray laser warheads in most cases.


Point defense batteries have been increased by about a third and the old weapon systems have been replaced by point defense particle beams, heavier GR-1000 rail guns, and tachyon scatter beams. In addition, a total of eight medium range batteries are mounted giving a middle defense zone. Almost 2,500 medium range missile are carried. The point defense array is similar to what New Coventry military vessels mount and is far more effective than the original defensive arrays.


The final upgrade is a closely guarded secret, even being kept secret from the Consortium military although there are rumors. Human Alliance intelligence stole the plans for the Consortium master tactical data link system and has installed one on the Thunderer. It is planned that future support ships will carry the secondary tactical data net system as well. When discovered, the present plan seems to be to explain the system as having been developed independently. If the Consortium military command finds out the real source, it is likely that there will be some fallout from it.


Because it would cost as much as building a new vessel, it was decided that the original engines would be retained. Only in the smallest vessels can engines be upgraded relatively easily. Due to cost concerns, armor has not been increased and the original shields are retained as well. There is some discussion of future Thunder class battleships mounting heavier shields but no plans for additional armor.


Crew size of the Yamato class is relatively large and the ship lacks some of the automation of newer vessels. Most of this automation was relatively easy to incorporate in the Thunder during the refit. A general upgrade in electronics was part of the refit and there is a moderate reduction in crew as a result. Sensor systems are in many ways just as important as weapon systems.


It was decided that there would be a reduction in the emphasis on ground assault. As a result, the marine compliment and assault vehicles have been drastically reduced. Some ground assault units have been retained aboard the battleship. Removing much of the ground forces allowed for a moderate increase in the number of fighters. This includes an additional squadron of light fighter fighters, an additional squadron of medium fighters, and a half squadron of Proctor class heavy fighter.


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: SB-43 (FRAM I)
Vehicle Type: Battleship
Crew: 1,440 (110 Officers, 1,330 enlisted)
Troops: 1,200 (Includes 60 Silver Hawk troops, 100 Ground Pounder Troops, 150 fighter pilots / crew, 16 shuttle crew, and 150 tank / armored vehicle crews)


Vehicles:
Power Armors & Robots:

60SH-CCW100 Silver Hawk Power Armors
100CAF-PA-10 Ground Pounder Power Armors
Fighter Compliment:
24SF-69 CAF Scorpion Star Interceptor
12SF-101 Black Eagle medium fighter
12SF-101 Storm Eagle medium interceptor
12BIF-67 Katana fighter ship
6CAF LRF-25 Proctor Long Range Star Fighters
Assault Shuttles:
2CAF SAS-12 Assault Shuttles
Tanks & Other Vehicles:
20Phalanx / Slammer / Sniper Main Battle Tanks
30Maniple IFV / Boxer APC


M.D.C. By Location:

102 cm Main Laser Batteries (2 - Each has 2 cannons):5,000 each
30 cm Secondary Laser Cannons (2):1,200 each
12 cm Heavy Laser Cannons (4):750 each
8 cm G-Cannon Turrets (4):800 each
GR-1000 Point Defense Gravity Rail Gun Turrets (16):200 each
Point Defense Particle Beam Cannons (16):150 each
Tachyon Scatter Beams (8):200 each
Cruise Missile Batteries (4):1,000 each
Long-Range Missile Batteries (8):600 each
Medium Range Missile Launchers (8):500 each
Outer Hull (40 ft/ 12.2 m Area):200
Inner Hull (40 ft/ 12.2 m Area):120
[1] Bridge:50,000
[1] Auxiliary Bridge:50,000
Hanger Bay:60,000
[2] Main Engines (4):25,000 each
[3] Main Body:200,000
[4] Variable Force Field:12,000 a side (72,000 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 battleship 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% (3,600 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 350 mph (563 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 3.5 light years per hour.
Maximum Range: Effectively Unlimited by either drive system. Carries about four years worth of supplies on board.


Statistical Data:
Length: 3,600 feet (1,097 meters)
Height: 550 feet (167.6 meters)
Width: 850 feet (259.1 meters)
Weight: 14 Million Tons (12.7 million Metric Tons)
Power System: Anti-Matter with a 25 year life span. The ship normally only goes 7 years between refueling and refitting.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 250,000 tons (226,800 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: An unmodified Yamato would cost about 40 billion credits to manufacture in present time in the Three Galaxies. Upgrades cost around 18 billion credits and if the ship was constructed new it would cost about 45 billion credits to construct. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Two (2) 102 cm Main Laser Batteries (4 Main Lasers Total): Two 102 cm laser cannons are in each battery (four guns total). Each battery can fire at two different targets or combine both attacks in a devastating double blast that will take out most ships. By firing combined blasts, they can core a planetoid with a few shots. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard penalties to hit fighters and other small targets for a large energy weapon.
    Maximum Effective Range: 100,000 miles (160,000 km) in space., 100 miles (160 km) in an atmosphere.
    Mega-Damage: 2D6x1,000 for a single blast, or 4D6x1,000 for a double blast (both guns in the battery engaging the same target).
    Rate of Fire: Each cannon can fire up to two times per melee round (Battleship has 4 cannons so ship can fire a total of 8 single shots from the main battery per melee round.)
    Payload: Effectively unlimited.
  2. Two (2) 30 cm Secondary Laser Batteries: Slightly smaller cannons used against cruisers and frigates. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard penalties to hit fighters and other small targets for a large energy weapon.
    Maximum Effective Range: 100,000 miles (160,000 km) in space. or 100 miles (160 km) in an atmosphere.
    Mega-Damage: 1D6x1,000 M.D. per single blast or 2D6x1,000 M.D. per double blast.
    Rate of Fire: Two double blasts or two single blasts each (4 total).
    Payload: Effectively unlimited.
  3. 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 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.
  4. Four (4) 8 cm Heavy Rail Guns: Used as one of the ship’s secondary batteries. 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. Rail gun projectiles are fired from mounts 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.
    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).
  5. Sixteen (16) GR-1000 Large Point Defense 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. Rail gun projectiles are fired from mounts 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. Cannon uses a 30 mm projectile.
    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
    Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: 10,000 Rounds (250 Bursts) each cannon.
  6. Sixteen (16) 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.
  7. Eight (8) Point Defense Tachyon Scatter Beams: The main purpose of this system is as an anti-missile point defense. They do this by firing a wide blast that affects all targets in a cone that can destroy whole volleys of missiles before the strike the ship (Roll once against a volley and unless the missiles roll to dodge greater than strike roll, they are all destroyed.) The stream lasts for significant fraction of a second and missiles tend to run into the stream (Gives +4 bonus vs fast moving targets such as missiles.) This system has an interesting property that the system can actually be used at FTL speeds because Tachyons travel faster than the speed of light. Each Tachyon Scatter Beam is in a turret that can rotate 360 and has a 180 arc of fire.
    Maximum Effective Range: 99.4 miles (160 km) with a width of 12.4 miles (20 km), range and width is one sixteenth in an atmosphere.
    Mega Damage: 2D4x10 M.D.C. each.
    Rate of Fire: Maximum of four (4) times per melee each.
    Payload: Effectively Unlimited.
  8. 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 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 launcher, per melee round, for a maximum of 128 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 16 reload of missiles (2,048 cruise missile reloads total.)
  9. Eight (8) 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 multi-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 launcher, per melee attack.
    Payload: 1,920 total, 240 long range missiles per launcher.
  10. Eight (8) Medium Range 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. Missile has 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 (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) missiles per launcher.
    Payload: 320 per launcher for a total of 2480 medium range missiles.


Other Systems:




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