Icaria Amvrakia class Heavy Cruiser:
One of the most wealthy independent star systems, Icaria is positioned on the junction of several important trade routes. A surprisingly large percentage of trade of the Consortium of Civilized Worlds goes through Icaria controlled space. The citizens of the system consider themselves to be fiercely independent. Several times, the Human Alliance and later the Consortium of Civilized Worlds have offered membership. Each time there has been a referendum which was defeated soundly.
Even so, the leaders of the system have long realized that they could not survive without having alliances. Several neighbors might have wanted to take control of the system themselves and control the vast wealth which flows through it. Even more of a threat is the Trans-Galactic Empire. No single system, not matter how powerful the defense forces, could resist the overwhelming forces that the Kreeghor could bring to bear. As a result, the system has defense treaties with the Human Alliance. In return, the Human Alliance warships has right of passage through Icaria space. The Icaria forces often train with Human Alliance forces.
Still, the system has always maintained a powerful defense force and has no plans to reduce the size of their forces. The Icaria navy is one of the largest in the Three Galaxies for a single system entity. Unlike many other system defense forces, the fleet consists mostly of vessels capable of interstellar operations. Having a fleet able to act offensively if required gives much greater flexibility that might otherwise be possible.
The navy operates a total of four active fleets. Any more forces would likely be ruinously expensive. It is assumed that one fifth of all forces will be in a maintenance stand down at any one given time. This might allow in case of emergency to activate a fifth fleet of forces by pushing back maintenance schedules. Otherwise, Icaria does not maintain a true reserve fleet.
The Amvrakia class Heavy Cruiser is the newest class of heavy cruisers in the Icaria navy, replacing the older Themistoklis class. Still, a number of the previous heavy cruiser class remain in service. These heavy cruisers are far more numerous than battlecruisers. The heavy cruisers often operate as flagships for smaller task forces, often paired with a light cruiser with a number of destroyers and corvettes as escorts. As the Amvrakia class enter service, the Themistoklis class are mostly being sold to various interested parties including other military forces and mercenary companies.
Previously, the Icaria navy almost exclusively relied on Human Alliance technology. Even though they still have strong trade and technological ties with the Human Alliance, the system has begun their own technological innovation. The Amvrakia class Heavy Cruiser and all of the other new classes now being introduced mount the fruits of this new technological innovation.
Chief among these in the introduction of high output particle beam weaponry for their heavy weaponry. The Human Alliance has largely gone to heavy laser weaponry in this role. While massing only slightly greater than older Particle Beam weaponry, the high output weaponry have around a twenty five percent greater throughput. So far, the system has not offered these weapon systems for export although might in the future. One concern is that these weapon systems do require far greater power and upgrading power grids to support these weapons may require extensive rebuilding and power plants may not be adequate on older vessels.
Following a similar pattern to the older class, the Amvrakia class mounts two thirty centimeter particle beams with six twenty centimeter replacing four eighteen centimeter particle beams in the previous Themistoklis class. In close range combat, the Icaria heavy cruiser has a far more effective energy weapon battery than the Consortium Warshield class cruiser.
It is expected that these heavy cruisers will far more frequently engage in long range missile duels than direct combat. The ship mounts a pair of capital missile batteries and four long range missile batteries. These are more standard Consortium launcher designs. A total of over six hundred capital missiles are carried and twelve hundred long range missiles.
Icaria ships commonly carry X-Ray laser warheads in its capital missile batteries. Most smaller navies do not have these warheads available. It is believed in Icaria’s case that the warhead design was clandestinely acquired from the Human Alliance. A small number of decoy missiles are also commonly carried for the launchers. Presently, the Icaria navy do not operate Pepperbox launchers but there is some consideration to adopting the external weapon system.
For closer range defense, these heavy cruisers mount six medium range missile launchers replacing mini-missile batteries in the previous class. These are backed up by eight variable focus particle beams and eight heavy point defense rail gun mounts. The variable focus particle beams were originally mounted on the Consortium Assault Shuttle with several other navies adopting the same weapon system. The rail guns are conventional electromagnetic designs which fire a four centimeter projectile similar to the Caramelles Kingdom weapon system. Electromagnetic rail guns are considered easier and less expensive to maintain even though Icaria does not lack technical expertise to maintain gravity rail guns.
The new Amvrakia class heavy cruiser is quite a bit larger than the older Themistoklis class as well as similar Human Alliance designs at almost two hundred metric tons. It is well armored and able to withstand quite a bit of damage. The heavy cruiser also mounts powerful variable force fields. These shields can withstand twenty percent greater damage than those carried on the Warshield class cruiser.
Icaria warships are in general designed to be quite fast, both using normal system drives and in faster than light space. The Amvrakia class is no exception with a maximum in system speed faster than many destroyers and a faster than light speed of six and a half light years per hour. The heavy energy weaponry and the massive engines require huge amounts of power which is provided by an advanced anti-matter reactor. In addition, the anti-matter plant is backed up by fusion plants to provide emergency power.
Extensive automation allows these heavy cruisers to be operated by a crew of just under two hundred and fifty. While not true flagships, these heavy cruisers are fitted with limited flag facilities. Four are also planned to be fitted with battlelink “slave” systems although only two have been fitted so far. Present plans in not to outfit further heavy cruisers with this system at the moment. There have been some problems with the master system and these problems are still being resolved.
A single squadron of medium fighters is embarked, replacing light fighters from the previous class. Most presently carry upgraded Osprey class fighters but eventual plans is to equip all with Kopis class fighters. Theoretically, a squadron and a half of light fighters could replace the single squadron of medium fighters. Only a small troop compliment is embarked, only around twenty. These troops mainly perform internal self defense roles. Only about six usually are outfitted with light power armors.
This starship design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.
Model: INF-HC-25.
Class: Heavy Cruiser.
Crew: 248 (18 Officers, 240 enlisted).
Troops: 20 marines (typically stay on board for ship defense), 18 fighter pilots, and 6 power armor pilots.
Can carry up to 20 passengers in addition to troops and crew (generally flag personnel).
Vehicle, Robots, and Power Armors:
Power Armors:
|
6 |
Light Power Armors |
Fighter Compliment:
|
12 |
Medium Starfighters (SF-106 Psaraetós or SF-1 Kopis Medium Fighter in Icaria service) |
M.D.C. By Location:
|
30 cm “High Output” Particle Beam Batteries (2): |
1,500 each |
|
20 cm “High Output” Secondary Particle Beam Batteries (6): |
1,200 each |
|
Variable Focus Particle Beam Cannon Turrets (8): |
150 each |
|
Point Defense Electromagnetic Rail Gun Turrets (8): |
200 each |
|
Cruise Missile Batteries (2): |
1,000 each |
|
Long Range Missile Batteries (4): |
800 each |
|
Medium Range Missile Launchers (6): |
500 each |
|
Outer Hull Section (40 ft/12.2 m area): |
200 |
|
Inner Hull Section (40 ft/12.2 m area): |
120 |
|
[1] Bridge: |
12,000 |
|
[1] Auxiliary Bridge: |
12,000 |
|
Hanger Bays (2): |
5,000 each |
|
[2] Main Engines (3): |
10,000 each |
|
[3] Main Body: |
55,000 |
|
[4] Variable Force Field: |
6,000 per side (36,000 Total) |
Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge. This ship does have an auxiliary bridge. The ship can still be piloted from engineering but ship is -3 to dodge. All weapon systems will be at local control. Weapon hits near the bridge can injure crew members near the bridge.
[2] Depleting the M.D.C. of the main body will put the ship out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[3] Destroying the main engines means that the ship’s faster than light systems are destroyed and maximum sublight speed is reduced by half.
[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 1.0 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 400 mph (644 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 6.5 light-years per hour.
Maximum Range: Effectively Unlimited by either drive system. Carries about one year worth of supplies on board.
Statistical Data:
Length: 836.6 feet (255 meters).
Height: 132.9 feet (40.5 meters).
Width: 147.6 feet (45 meters).
Mass/Weight: 203,920 tons (180,000 metric tons).
Power System: Anti-Matter with a 40 year life span. The ship normally only goes 10 years between refueling and refitting. Backed up with emergency fusion plants.
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: Costs approximately 2.8 billion each to construct not including fighter compliment and missiles. At present Icaria system does not sell these ships. Older heavy cruiser classes may be available although are extremely rare.
WEAPON SYSTEMS:
Two (2) 30 cm “High Output” Particle Beam Mounts: In the front of the ship are two 30 cm “High Output” 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+500 M.D.C. each (Both can be linked for 2D4x1000+1000 M.D.C. for both)
Rate of Fire: Maximum of three (3) times per melee per particle beam.
Payload: Effectively Unlimited.
Six (6) 20 cm “High Output” Particle Beam Mounts: These 20 cm particle beams are mounted in the top and bottom 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 various batteries to bear) and can fire at a 60 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+300 M.D.C. each.
Rate of Fire: Maximum of three (3) times per melee per particle beam.
Payload: Effectively Unlimited.
Eight (8) Variable Focus Particle Beam Mounts: These particle beams are copied from those carried on the CAF Assault Shuttle and will fire a very powerful narrow beam and can fire a scatter effect that is less powerful but is capable of striking multiple targets. The weapon system is quite useful against missiles although the cone is not as wide as Tachyon cannon sprays are (Gives +2 bonus vs fast moving targets such as missiles.) Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).
Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.
Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Effectively Unlimited.
Eight (8) 40 mm Electromagnetic Point Defense Rail Guns: Unlike most of the rail guns used on Phase World / Three Galaxies starships, these are standard electromagnetic rail guns. Comparatively heavy weapons, the rail guns fire a heavy 40 mm high density projectile and have excellent range. Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. The rail gun still fires projectiles at incredible velocities compared to rail guns on Rifts Earth and 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.
Maximum Effective Range: Rail guns have a range of 12 miles (19.3 km) through atmosphere and 1,200 miles (1,930 km) in space.
Mega-Damage: Rail Cannon inflicts 3D6x10+30 M.D.C. for a 10 round burst.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Rail Cannon has 2,000 Rounds (200 Bursts) each cannon.
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 unpowered, 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.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) per launcher, per melee round, for a maximum of 64 cruise missiles per melee round. Launchers are reloaded on the same melee round and can be fired again on the next.
Payload: 64 total, 32 cruise missiles per launcher. Ship has 10 reload of missiles (640 cruise missile reloads total).
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.
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.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) long range missiles per launcher, per melee attack.
Payload: 1,280 total, 320 long range missiles per launcher.
Six (6) 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 medium range missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) medium range missiles per launcher.
Payload: 1,920 total, 320 medium range missiles per launcher.
Other Systems:
Battlelink Control Slave System: Mounted on only two of the class presently. The Secondary Battlelink computer provides the Amvrakia class with the ability to share targeting data with other capital ships , as long as one ship (Normally a battleship) carries a master unit, in the area, which provides all ships participating in the link with improved targeting solutions and hit chances, both for their point defense, as well as their capital weapon systems. For more information regarding the Battlelink, go to: For more information regarding the Battlelink, go to Phase World Battle Link.
[ Altara TM, Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Kydian TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2014, Kitsune. All rights reserved.