Icaria Lonchi (Spear) class Patrol Corvette:


Most independent navies are relative small, the Icaria navy is an exception. While it is a single system, it is located where multiple trade routes converge. Just outside of Consortium controlled space, it relies in large part on its large and professional fleet to remain independent. Even so, it does have defense treaties with the Human Alliance to assist with serious threats. Several times the system has been offered membership in the Human Alliance and Consortium but each time refused after a referendum.


Many independent systems also rely on older designs. Again, the Icaria navy is an exception. Their ships are among the most advanced designs in the Three Galaxies. While originally their technology was heavily based on Human Alliance designs, recently they have begun diverging in their technology. The system has extensive shipbuilding facilities and can build vessels up to battlecruiser sized.


 While not produced in the same numbers as destroyers, corvettes are an extremely important component of the Icaria navy. They are often detached on scouting and patrol roles. In the Consortium and Human Alliance Navies, these roles are filled by either heavy fighters light the Proctor or destroyers such as the Hunter. The Icaria navy considers the heavy fighters too weak in protection and firepower while they consider destroyers to be too large for scouting. Destroyers are instead primarily used as escorts for larger vessels.


In addition to being operated by the Icaria, the corvettes are offered for export where they are quite popular. In addition to be operated as light warships, some smaller navies operate these ships as customs vessels and they are also extremely popular with mercenary companies. Some adventurers use these ships for deep range exploration. As one might expect, these corvettes are also relatively inexpensive compared to destroyers.


The newest corvette class in the Icaria fleet is the Lonchi, or Spear, class corvette which replaced the older Akon, or javelin, class. While the destroyer forces of the Icaria fleet are still being upgraded, all of the older corvettes have been retired. As with most other Icaria ship classes, many of the older corvettes have found their way into the hands of other navies and mercenary companies.


In size, these corvettes rival the old Human Alliance Ferret class corvette but are still far smaller than the Hunter class destroyer. They are quite well armor for their size as well as carrying powerful defensive shields. Unlike the Ferret class, the Lonchi is not really a missile ship. In design, it is far closer to the Falchion class patrol corvette. In fact, it might be how the old Human Alliance concept might have developed.


As with most Icaria designs, the Lonchi is quite fast with an acceleration rivaling many fighters and being able to reach speeds of up to six and a half light years per hour in faster than light travel. The corvette is actually able to keep up with an Osprey medium fighter in normal space. To provide power, the ship mounts an extremely powerful fusion plant. Any anti-matter plant would have been more compact but these ships spend significant time within an atmosphere. Compared to the anti-matter plants of larger ships, the fusion plant is designed to only operate up to fifteen years without refueling.


The propulsion system and power plant cut deeply into the ship’s space for weaponry and is less well armed than it might be otherwise. Still, it is a quite tough potential opponent. Primary weaponry are missiles although the corvette also carries an extremely powerful energy battery as well. The corvette is also designed with significant self defense. It is often suggested that the Human Alliance Ferret class corvette was designed to just get its missiles off before being destroyed itself.


In the fuselage, the corvette mounts a pair of missile bays. Each bay can carry ten capital missiles for a maximum of twenty capital missiles. A mixture of lighter ordnance can be carried in these bays including both long range and medium range missiles. Often on patrol missions, these corvettes do not carry any capital missiles but instead carry a more defensive load out. In addition, the corvette has four smaller bays. Each of the smaller bays can carry twenty medium range missiles. Finally, the corvette has five missile hard points on each wing. Like the bays, these hard points can carry capital missiles or a mixture of lighter ordnance.


In the nose is an extremely powerful 20 cm “High Output” particle beam. It differs from those mounted in most capital ships in that it is a short version with a range of only about one third that of the full size mount carried on larger ships. In addition, the fusion plant simply does not produce enough power to sustain continuous fire from the particle beam. Instead, it relies on a capacitor with the ability to sustain a dozen firings before the rate of fire is greatly reduced.


The heavy particle beam is not effective at engaging fighters, missiles, and other small targets. As a result, two rail guns are located in the nose to either side of the heavy particle beam. Firing a 40 mm high density projectile, these are electromagnetic rail guns instead of the gravity rail guns mounted on most Consortium designs. Still, the weapons are extremely powerful and effective. The corvette also mounts a pair of variable focus particle beams with one above and below the hull of the vessel. These particle beams are direct copies of those carried on the Consortium Assault Shuttle.  


Requiring only about one third the crew of most destroyers, the Lonchi can be operated effectively by a crew of ten although it is designed to be able to embark a crew of up to sixteen. Usually only a single officer is embarked. There is no real provision for troops. As with most small ships, these corvettes are quite a bit more cramped than larger vessels although far more comfortable than a Proctor class heavy fighter. Some minimal comfort is required for long range scouting missions.


This starship design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.


(Note: The power system is fusion not anti-matter because the author’s opinion is that anti-matter is to dangerous to be used in vehicles that may be used in an atmosphere. If a starship powered by anti-matter was to detonate in an atmosphere it would cause huge planetary damage. At GM option, this can also be applied to all starfighters or this corvette can be changed to anti-matter.)


Model Type: INF-PC-15.

Vehicle Type: Patrol Corvette.

Crew: 10 (1 or 2 officers normally) - Can be operated effectively by a crew of 6.

Troops / Passengers: 6 Maximum.


M.D.C. By Location:

 

20 cm Short “High Output” Particle Beam (1, Nose):

800 each

 

40 mm Electromagnetic Rail Guns (2, Nose):

200 each

 

Variable Focus Particle Beam Cannon Turrets (2, Fuselage):

150 each

 

Heavy Missile bays (2, Fuselage):

250 each

 

Medium Range Missile bays (4, Fuselage / Wing Roots):

150 each

 

Missile Pylons (5, on the underside of each wing):

10 each

 

[1] Bridge:

850

 

[2] Main Body:

2,600

 

[3] Variable Force Field:

1,000 a side (6,000 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 does not have an auxiliary bridge. Even if the bridge is 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] Depleting the M.D.C. of the main body will put the corvette 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] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (300 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 50 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 1.2 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 3.5 (2,665 mph / 4,290 kph), can enter an atmosphere because flight system is using contra grav. When loaded down with external ordinance, corvette’s top speed in an atmosphere is Mach 2.8 (2,130 mph / 3,430 kph).

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 eight months years worth of supplies on board although can be stretched to twelve in an emergency.


Statistical Data:

Length:                270.67 feet (82.5 meters).

Height:                41.01 feet (12.5 meters).

Width:                 85.30 feet (26 meters) the body or 149.28 feet (45.5 meters) at the wing body.

Mass/Weight:      1,929 tons (1,750 metric tons).

Power System: Advanced Fusion with 15 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 22 tons (20 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: Cost around 350 million credits to manufacture. When available for sale, these corvettes cost around 500 million credits each.


WEAPON SYSTEMS:

  1. One (1) Nose Mounted 20 cm Short “High Output” Particle Beam: Mounted in the nose of the corvette is a short barrel particle beam. While it does not have the range of a standard heavy particle beam, has a similar output and is extremely powerful. Due to high power requirements, uses a capacitor to be able to rapidly fire for a short period. Mostly used against large vessels, when used against small targets (Fighters, missiles, and power armors) they have a penalty of -5 to strike. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Cannot be combined with the forward firing rail guns.

    Maximum Effective Range: 25,000 miles (40,230 km) in space and 25 miles (40.2 km) in an atmosphere.

    Mega Damage: 3D6x100+300 M.D.C.

    Rate of Fire: Maximum of three (3) times per melee (Reduce to one (1) shot per melee round after one minute of firing.)

    Payload: Has a capacitor which allows for firing the particle beam twelve (12) times allowing for one minute of full fire. Afterwards limited to one shot per melee round.

  2. Two (2) Forward Firing 40 mm Electromagnetic 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. 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. Cannot be combined with the main particle beam.

    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: One rail gun: 3D6x10+30 for a 10 round burst. Two rail guns combined: 6D6x10+60 for a combined 20 round burst. Both rail guns combined cost a single attack.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner / pilot (usually 4 or 5).

    Payload: 4,000 rounds (200 two gun burst total.) Each rail gun has 2,000 Rounds (200 Bursts) and cross feeds allows ammunition from a damaged rail gun to be used in another rail gun.

  3. Two (2) Variable Focus Particle Beam Mounts: Mounted above and below the fuselage of the corvette. 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.

  4. Two (2) Large Missile Bays: The corvette has two heavy missile bays. Each missile bay can carry ten cruise missile, twenty long range missiles, or forty medium range missiles. Each bay must carry all the same type ordnance although different bays can carry different ordnance. Cruise missiles are normally carried when on an anti-capital ship role and long range missiles when fighting other starfighters. Cruise Missiles have 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.) Long Range Missiles have 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.) Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. 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 starships (Great for hitting bases and planets because the target does not move and missile, when unpowered, is at -25% to be detected.) Cruise missiles have penalties to hit small targets but all missiles are all considered smart missiles.

    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, 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, and Medium Range Missiles 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 & Properties: See revised Phase World / Three Galaxies missile tables for details (Cruise Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), six (6), or ten (10) missiles.

    Payload: Ten (10) cruise missiles, twenty (20) long range missiles, or forty (40) medium range missiles per missile bay (Maximum of 20 cruise missiles, 40 long range missiles, or 80 medium range missiles.)

  5. Four (4) Small Missile Bays: In the fuselage of the corvette are four small range missile bays mounted along the “wing roots”. Each bay has the ability to carry twenty medium range missiles or forty two short range missiles. Weapon system is used for hitting enemy robots, fighters, and long range and cruise missiles. Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Normally used for anti-fighter and point defense. Short Range Missiles have a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn. Weapon system can be used on multiple targets.

    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 and Short Range Missiles range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.

    Mega-Damage: Varies with medium or short 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), six (6), ten (10), or twenty (20) missiles.

    Payload: 20 medium range missiles or 40 short range missiles per bay (Maximum of 80 medium range missiles or 160 short range missiles.

  6. Ten (10) Missile Pylons: On the underbelly of the corvette are ten missile racks that allows the corvette to carry one cruise missile, two long range missiles, or four medium range missiles. The corvette has five hard points on each wing. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. Cruise missile are normally carried when on an anti-capital ship role and long range or medium range missiles when fighting other starfighters. Cruise Missiles have 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.) Long Range Missiles have 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). Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. 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 starships (Great for hitting bases and planets because target does not move and missile when dead is at -25% to detect.) Cruise missiles have penalties to hit small targets but are all considered smart missiles. Missiles can be launched on multiple targets simultaneously.

    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, 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, and Medium Range Missiles 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 & Properties: See revised Phase World / Three Galaxies missile tables for details (Cruise Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), four (4) missiles, or five (5) missiles.

    Payload: One (1) Cruise Missile, two (2) Long Range Missiles, or four (4) Medium Range Missiles per pylon (Maximum of 10 cruise missiles, 20 long range missiles, or 40 medium range missiles.)



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2014, Kitsune. All rights reserved.



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