HAFS Vulcania class Scout Battleship:


When the Human Alliance navy first formed, there was a large amount of experimenting with different designs. Many were built in limited numbers and retired relatively early. Different weapon layout were tried and different tactical concept were also experimented with.


One of these designs was the Vulcania class Scout Battleship. There were concerns with the cost of the Agamemnon class battleship while there were concerns with regard to the firepower of the Boadicea class cruiser. As a result, a design between the two classes was developed. The design was not considered particularly popular with many of the admirals and only a comparatively small numbers of these warships were built. Their lower cost did however interest the civilian leadership of the Human Alliance.


A couple were lost during various engagements, often put into situations where one might expect a full sized battleship to be used. Other issues with the class included high operating costs and relatively large manning requirements. As a result, when there was a general downsizing of the fleet, this was one of the first classes to be retired from active service. There were concerns that otherwise Agamemnon class battleships might be retired.


As with many classes, they spent a number of years in inactive reserve before being discarded. A few were scrapped but most were sold to outside interests. Because large ships the size of the scout battleships are extremely rare outside of major powers, many independent militaries expressed interest in these warships. None remained in even the Human Alliance inactive reserve forces by the time that the Human Alliance joined the Consortium of Civilized Worlds.


It is believed that only four of these Scout Battleships remain in service with the remainder having been scrapped in intervening years. Of the four remaining, two are believed to have been extensively upgraded. Even though it may be more expensive to upgrade an older warship than it might cost to build a new vessel, smaller facilities can manage the upgrades while they cannot manage the new construction of large vessels.


As built, these warships were designed as multi-purpose combatant designs, having both heavy missile weaponry and heavy energy weaponry. Of course they have significantly less firepower than a full sized battleship. Still, any cruiser or smaller vessel messing with the scout battleships does so at their peril.


With regard to anti-ship energy weapons, these scout battleships are armed with four 28 cm particle beams, four 18 cm particle beams for the main battery. The secondary consists of four 12 cm lasers. At the time, the Human Alliance preferred heavy particle beams over laser for the main battery. Any cruiser targeted by the battery might quickly become little more than a wreck. One or two shots of the main battery able to take out anything smaller, such as a destroyer or frigate.


For missile weaponry, the scout battleship is armed with four capital missile batteries and four long range missile batteries. Magazine space is more limited than the Agamemnon class battleship. Ranges of missiles when these scout battleships entered service was far less than modern missiles but still had far greater range than the energy weapon battery. In addition, there were far fewer warhead types with fusion warheads being the most common. Of course the remaining scout cruisers fire modern missile types although anti-matter and x-ray laser warheads are extremely rare outside of the major powers.


For point defense, these scout battleships are armed with eight point defense rail guns, eight point defense lasers, and eight mini-missile batteries. The rail guns are conventional electromagnetic designs although are still considered quite effective. As with the larger missiles the mini-missile magazines are far smaller than those on the Agamemnon class.


As one might expect, these scout battleship are comparatively lightly armored and carry weak shields compared to full sized battleship designs of the same time period. By modern terms, they are considered not much better protected than a modern heavy cruiser. In fact it could be argued that some modern heavy cruisers are actually better protected than the Vulcania class.


Unlike later class, the power plant of the Vulcania class is fusion. Compared to modern fusion plants, the fusion reactors are massive and produce far less power than a modern fusion plant. They also require comparatively large crews. These scout battleships are a bit faster than the Agamemnon class both in normal space and using contra-grav faster than light drives. Travel at faster than light speeds is two and a half light years per hour, less than half that of some modern warships. Even most modern merchant ships are actually faster than the scout battleships.


These ships often operated as flag ships of fast task forces while they were in service, often escorted by several Boadicea or Chevalier class cruisers. Crew quarters were relatively cramped compared to modern warships due to the large crew requirements. Total crew is approximately fifteen hundred personnel. Those that remain operation have attempted to reduce crew compliment.


Marine compliment is modest at two hundred and forty personnel. Included in this are usually forty power armor troops. Because they were faster than the Agamemnon class, these scout battleships were sometimes sent off to deal with planet side issues. In such cases, the fleet often tried to cram a greater troop compliment aboard. Normal fighter compliment was two squadrons of medium fighters, three squadrons of light fighters, or two “light” squadrons of light fighters and one “light” squadron of medium fighters. These scout battleships embarked original the Starling and Tiger IV class fighters. Only a few had received the new Vixen and Osprey fighters before being retired. Now these scout battleships ma embark a wide variety of fighter types.


With regard to naming, these ships were named after planets generally with Vulcania being an extremely volcanically active planet. In some cases the planets were settled planets while in other cases, which Vulcania is one, they were planets which could not support human life. Most have some type of significance to the Human Alliance, either historically or militarily. This same naming convention was later used for the Everest class cruisers. Most of those scout battleships remaining in service have been renamed multiple times.


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: SBS-34.

Vehicle Type: Scout / Light Battleship.

Crew: 1,540 (160 Officers, 1,380 enlisted).

Troops: 200 marines (80 typically stay on board for ship defense), 72 fighter pilots, and 40 power armor pilots.


Vehicle, Robots, and Power Armors:

Power Armors:

 

24

Light Power Armors

Fighter Compliment:

Configuration One:

 

36

Light Starfighters (Originally the SF-5 Starling Light Starfighter).

Configuration Two:

 

24

Medium Starfighters (Originally the SF-4 Tiger IV Medium Starfighters).

Configuration Three:

 

20

Light Starfighters (Originally the SF-5 Starling Light Starfighter).

 

10

Medium Starfighters (Originally the SF-4 Tiger IV Medium Starfighters).


M.D.C. By Location:

 

Main 28 cm Particle Beam Batteries (4):

1,200 each.

 

Secondary 18 cm Particle Beam Batteries (4):

800 each.

 

12 cm Heavy Laser Cannons (4):

600 each.

 

Point Defense Electromagnetic Rail Gun Turrets (8):

150 each.

 

Double Barrel Point Defense Laser Turrets (8):

150 each.

 

Cruise Missile Batteries (4):

600 each.

 

Long Range Missile Batteries (4):

400 each.

 

Mini-Missile Launchers (8):

100 each.

 

Outer Hull (40 ft/ 12.2 m Area):

160.

 

Inner Hull (40 ft/ 12.2 m Area):

100.

 

[1] Bridge:

20,000.

 

[1] Auxiliary Bridge:

20,000.

 

Hanger Bay:

25,000.

 

[2] Main Engines (2):

18,000 each.

 

[3] Main Body:

80,000.

 

[4] Variable Force Field:

6,000 a side (36,000 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% (1,800 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 0.60 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 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:                1,593.83 feet (485.8 meters).

Height:                346.13 feet (105.5 meters).

Width:                 420.60 feet (128.2 meters).

Mass/Weight:      3.86 million tons (3.5 million 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 10,000 tons (9,070 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: Ship would cost about 8 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships can sell for 20+ billion credits because of the rarity of battleships. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Four (4) Main 28 cm Particle Beam Batteries: In the front of the ship and sides are four 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 (Two can be linked for 2D4x1000 M.D.C. against a single target.)

    Rate of Fire: Maximum of three (3) times per melee per particle beam.

    Payload: Effectively Unlimited.

  2. Four (4) Secondary 18 cm Particle Beam Batteries: These 18 cm particle beams are mounted in the forward area of the ship. Batteries can be fired up to 120 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 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: 3D6x100 M.D.C. each (6D6x100 M.D.C. for two against a single target.)

    Rate of Fire: Maximum of three (3) times per melee per particle beam.

    Payload: Effectively Unlimited.

  3. Six (6) Secondary 12 cm Heavy Laser Cannons: Laser cannons are used against frigates and as against heavily reinforced targets. Three are located on either side of ship. Weapon has standard minuses 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. Eight (8) 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. When used in space, projectiles are fired from rail gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. The weapon system cannot be used to engage targets while traveling at faster than light velocities. These 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.

  5. 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.

  6. Four (4) Cruise Missile Batteries: Missiles have a top speed of Mach 25 in an atmosphere and have an acceleration of 10% of light per turn (far faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launching starship, and missiles. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct or receives a destruct code, but have very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missiles, when unpowered, are at -25% to be detected.) Cruise missiles have penalties to hit small targets but almost always smart missiles. Batteries can launch on multiple targets each at the same time. Batteries contain a lower number of individual launchers than the batteries on modern Consortium warships with each launcher being 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 Tablea for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Fusion multi-warhead inflict 3D6x100 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 twenty-four (24) cruise missiles per launcher, per melee round, for a maximum of 96 cruise missiles per melee round. Launchers are reloaded on the same melee round and can be fired again on the next.

    Payload: 96 total, 24 cruise missiles per launcher. Ship has 8 reload of missiles (768 cruise missiles reloads total.)

  7. Four (4) Long Range Missile Batteries: Missiles have a top speed of Mach 20 in an atmosphere and have an acceleration of 8% of light per turn (faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launcher, and missiles. When drive goes dead, missiles 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 missiles, when unpowered, are at -25% to be detected.) Long range missiles do not have penalties to hit small targets, unlike cruise missiles, and are almost always smart missiles. Batteries can launch on multiple targets each at the same time. Batteries contain a lower number of individual launchers than the batteries on modern Consortium warships with each launcher being 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 Tablea 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 twenty-four (24) long range missiles per launcher, per melee attack.

    Payload: 960 total, 240 long range missiles per battery.

  8. Eight (8) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is 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. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles.

    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 Tablea 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 1,024 mini-missiles. Cargo hold has an additional 4,096 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2016, Kitsune. All rights reserved.



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