Black Prince class Cruiser (New Coventry):
In the past, when the New Coventry Navy has purchased or gained a Warshield class cruiser, they have heavily modified the ship before they recommissioned the ship and allowed the ship to enter their service. The modifications are extensive enough that the ship are called by many people a different class, the Black Prince class cruiser. New Coventry does not plan to purchase any more ships of the Warshield class because CCW government sells them for three times construction cost and that makes them prohibitively expensive. Instead, they plan to build more Warspite class heavy cruisers because they can just about build two of the larger cruisers for the purchase price of a Warshield Class cruiser would be from the Consortium itself.
The modifications include both the vehicle compliment and the weapon systems. The mini missile launchers are stripped from the design and are replaced by a combination of both medium range missile batteries and tachyon scatter beams. Both tests and combat operations have indicated that this combination is far more effective at point defense than the mini missile launchers are. The point defense rail guns are replaced by a more powerful and longer ranged rail gun that uses the same ammo as the rail guns on most fighters and the point defense rail guns used on all of the other New Coventry capital ships. All other shipboard weapon systems, such as heavy missile batteries and heavy lasers, are retained unmodified. The ship normally carries twelve pepper box launchers on the exterior of the starship to increase its initial cruise missile launch firepower. The shields on the ship are slightly more powerful than those carried on a standard Warshield although the hull remains unmodified. All of these modifications makes the Black Prince far more dangerous than a standard Warshield class cruiser.
Virtually all New Coventry admirals all consider the Battleram robot to be useless and they have been replaced by Spitfire class heavy starfighters and hangers have been modified to carry them. The Spitfire make excellent long range scouts and as escorts when destroyers are not available. Other than this, the fighter wing remains essentially the same although the plan is to replace all medium fighters with the newly developed Lightning class medium starfighter. The Silverhawk power armors are also retained but the remainder of the marines are equipped as standard New Coventry Marines in Combat Environment Power Armor. This possible due to the fact that the Combat Environment Power Armor takes very little extra space when compared to a standard set of heavy body armor.
In physical appearance, it is very hard to tell the difference between a standard Warshield class cruiser and a Black Prince class cruiser. The only way is to take a careful look at the smaller weapon mounts on the ship. The fire control emissions, the shield strength, and contra-grav drive pattern are also slightly different.
The Black Prince was New Coventry's only large capital ship except for the Ark Royal, an escort carrier, until New Coventry built their own shipyards and was New Coventry's fleet flagship. The ship was also a standard Warshield until the ship was modified soon after the first of the shipyard was completed. The modification were both used for a template for the Warspite class heavy cruiser and the later acquired and modified Warshield were also refitted the same way. New Coventry was able to get in trade for an intact and captured UFO attack ship a total of three additional Warshield class cruisers. These were named the Iron Duke, Crown Princess, and Vanguard. The UFO attack ship was captured by HMS Wolfhound, a Super Hunter class destroyer and then Lieutenant Commander Terry Cindy Mayfair was command of the Hunter. The final ship of the class, HMS Courageous, was captured from pirates by the HMS Wolfhound and Commander Mayfair. The ship is legally New Coventry property because of prize ship laws although many members of the C.C.W. council were in disagreement. After extensive repairs and refits, the ship entered the New Coventry fleet under Captain Mayfair's command.
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: SC-55B
Vehicle Type: Light Cruiser
Crew: 280 (22 Officers, 258 enlisted)
Troops: 80 Marines (Typically 40 stay on board for ship defense),
48 fighter pilots, 10 silverhawk pilots, and can carry up to 40 passengers
in addition to standard military personnel (often an admiral and staff
when the ship is acting as a flagship)
Vehicle, Robots, and Power Armors:
Power Armors:
80 | Combat Environment Power Armors | |
10 | SH-CCW100 Silverhawk Attack ExoSkeleton |
6 | CSF-4 Badger class Light Interceptors. | |
2 | SF-101LR Black Eagle medium fighter | |
2 | SF-101I-LR Storm Eagle medium interceptor | |
2 | BIF-67 Katana fighter ship | |
2 | CMS-1X Spitfire Heavy Modular Starfighter |
M.D.C. By Location:
20 cm Main Laser Cannons (2, Front): | 1,200 each | |
12 cm Heavy Laser Cannons (4): | 800 each | |
8 cm G-cannon Turrets (4): | 800 each | |
GR-1000 Gravity Rail Gun Turrets (8): | 200 each | |
Point Defense Particle Beam Cannons (8): | 150 each | |
Tachyon Scatter Beams (8): | 200 each | |
Cruise Missile Batteries (2): | 1,000 each | |
Long Range Missile Batteries (4): | 600 each | |
Medium Range Missile Batteries (4): | 500 each | |
Outer Hull (40 ft/ 12.2 m Area): | 150 | |
Inner Hull (40 ft/ 12.2 m Area): | 100 | |
[1] Bridge: | 10,000 | |
[1] Secondary Bridge: | 10,000 | |
Hanger Bay: | 12,000 | |
[2] Main Engines (2): | 12,000 each | |
[3] Main Body: | 45,000 | |
[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 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] Destroying the main engines means that the ship’s faster than light propulsion 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% (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 0.85 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 5 light years per hour.
Maximum Range: Effectively Unlimited by either drive system.
Carries about three years worth of supplies on board.
Statistical Data:
Length: 600 feet (182 meters)
Height: 120 feet (36.5 meters)
Width: 200 feet (61 meters)
Weight/Mass: 100,000 tons (90,800 metric tons)
Power System: Anti-Matter with a 50 year life span. The ship
normally only goes 10 years between refueling and refitting.
Cargo: Cargo holds are scattered about the ship that allows
for carrying up to 8,000 tons (7,260 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: 2.8 billion to construct and refit. No ships of
this modified design have ever been put on sale on the market but can be
recreated.
WEAPON SYSTEMS:
- Two (2) 20 cm Heavy Laser Cannons: Cannons are located on
the front of the starship and are used as anti-capital ship weapons and
can take out frigates in one shot and can do large amounts of damage to
bases or larger starships. The Laser cannons can be combined together or
each one used separately. They cannot be used faster than the speed of
light. Weapon has standard penalties to hit fighters and small targets
for large starship weaponry. The barrels can be fired either forward or behind and
can be rotated 60 degrees horizontally or vertically. The weapon system
cannot be used to engage targets while traveling at faster than light velocities.
Maximum Effective Range: 100,000 miles (161,000 km) in space. and 100 miles (161 km) in an atmosphere.
Mega Damage: 1D4x1000 M.D.C. each and can be combined for a total of 2D4x1000.
Rate of Fire: Maximum of two (2) times per melee per cannon.
Payload: Effectively Unlimited.. - 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. Projectiles come
out of weapons 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). - Four (4) 12 cm Heavy Laser Cannons: Used as one of the ships
secondary batteries. All the 12 cm laser cannons on a side may be combined
as one attack or used separately. The weapon system cannot be used to engage
targets while traveling at faster than light velocities. Weapon has standard penalties
to hit fighters and small targets. The barrels can be can be rotated 180
degrees in all directions. Up to two may be fired as one volley.
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. Two laser cannons can be combined for 4D6x100 Mega Damage.
Rate of Fire: Maximum of two (2) times per melee each.
Payload: Effectively Unlimited. - Eight (8) GR-1000 Heavy 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.
When used in space, projectiles are fired from rail guns at a significant fraction of the speed
of light. Gravity rail gun uses a 30 mm projectile. The weapon system cannot be used
to engage targets while traveling at faster than light velocities.
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. - Eight (8) 25 mm Point Defense Particle Beams: These weapons are
used for anti-missile, anti-power armor, and anti-star fighter defense.
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. - 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. - 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. 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 battery, per melee round, for a maximum of 64 missiles per melee. Batteries are reloaded on the same melee and can be fired again on the next.
Payload: 64 total, 32 cruise missiles per battery. Ship has 10 reload of missiles (640 cruise missiles 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, battery, 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. 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 battery, per melee attack.
Payload: 1,280 total, 320 long range missiles per battery. - Four (4) 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 battery.
Payload: 320 per battery for a total of 1,280 medium range missiles.
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Writeup by Kitsune (E-Mail Kitsune).
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