Star Sovereign Scout Battleship (Modified Vulcania class):


While it was never considered a backbone of the Human Alliance Navy, the Vulcania class Scout Battleships served with distinction in the Human Alliance navy. Compared to heavy battleships, the losses of the scout battleships were comparatively high. Even though a contemporary of the Agamemnon class, these ships were retired comparatively early.


A number of survivors ended up in the hands of the independent systems and mercenary forces. One of these was a warship named Cerro Torre. She was named after a huge rocky planet, one of the largest rocky planets known in the Three Galaxies. There was a major battle fought around the planet during the extremely early Human Alliance.


The scout battleship operated under a variety of different names and under a variety of different owners. Because ships are large as her are extremely rare outside of military service, she was not scrapped when most regular ships would likely have been. Only a few yards have the ability to build ships of such large size while it is easier for a smaller facilities to rebuild such ships.


By the time the present owners got her however, she was in rough shape. It was strongly debated scrapping her and salvaging what systems possible. Instead however the new owners decided to embark on a massive rebuild of the old Scout Battleship. This rebuilt actually took a couple of years and was extremely expensive. It required one of the major yards in the Tri-Galactic Military Service to actually rebuild her.


As is common, the mercenary company did help to finance the rebuilding of the vessel. This is in return for the scout carrier operating with their own forces when required. Otherwise, the rebuilding of the warship would likely been beyond the resources of the new owners.


In many cases, components of these old warships are simply no long available. As a result, the rebuilding of the vessel uses a combination of salvaged components, new military systems, and even a number of civilian starship components. Even so, the scout battleship is far more effective than it was originally and is considered a quite powerful warships. It is believed to be the most extensively rebuild old Vulcania class Scout Battleship.


To make it easier to rebuilt the ship, virtually all of the armor was stripped from the ship. In same areas, where it had weakened, the frame was reinforced as well. While not the most advanced composites and alloys in the Three Galaxies, the new armor materials are far stronger than those they replace. With the rebuilding of the armor, the obsolete variable force field generator was replaced at the same time. The new shield generator is basically the same model as is mounted in the Wyvern class Pocket Battleship.


In rebuilding the ship, it was decided to replace the entire propulsion system and power plant. In order to produce enough power in a compact reactor, the original fusion reactor was replaced by an anti-matter reactor. There was some criticism because anti-matter plants are not quire as safe as advanced modern fusion and also require larger crews. The propulsion system is a civilian system. Even so, the ship is almost twice as fast in faster than light space and has greatly improved acceleration.


The original heavy energy weapon battery was four 28 cm particle beams, four 18 cm particle beams, and four 12 cm laser batteries. The heavy particle beams were retained although more efficient power couplings replace the original couplings. These couplings are both smaller and more efficient than the original power couplings.


However, it was decided to replace the lasers with experimental anti-ship rail guns. The engineers wanted a more effective weapon system against targets which are impervious to energy weapons. It is believed that the design was developed after learning about the new heavy gravity rail guns mounted on a small number of Consortium Warships as well as the rail gun mounted on the Caramelles Kingdom Archduchess Maria class Light Dreadnought. If this weapon system works well and is popular, it is expected to offer this as a replacement for the rail guns mounted on the Wyvern class pocket battleship and perhaps other classes as well.


The experimental heavy rail guns differ from most heavy rails in that they fire a single heavy 20 cm projectile, the same size as the new Consortium heavy rail gun mount, instead of a burst of projectiles. In order to reduce development costs, it was decided to design standard electromagnetic rail guns instead of gravity mounts. When fired, these projectiles are guided by a low powered contra-grav propulsion system. There is also a special projectile which breaks into four smaller projectiles. The smaller projectiles are actually effective against small targets including missiles.


The original capital missile and long range missile batteries have been replaced by more modern batteries, able to fire larger volleys of missiles. Payload however is basically the same as the ship originally carried, meaning that the ship can fire of its entire load of missiles more rapidly than it could originally. Modern missiles however make the ship even more effective. Up to sixteen Pepperbox capital missile launchers can be carried externally to further increase the ability to fire heavy volleys of missiles.


The ship retains the original eight mini-missile batteries although new missiles make them far more effective in a similar manner to the main missile batteries. It was decided to also retain the electromagnetic point defense rail guns although the battery is increased by fifty percent. It was decided to replace the original lasers with variable focus particle beams. At the same time, the variable focus particle beam battery was also increased by fifty percent.


One of the advantages of the various upgrades to the vessel is that the Scout Battleship can be operated by a far smaller crew than it could be originally. Instead of requiring a crew of over fifteen hundred, the ship’s compliment is just slightly over nine hundred. The greatly reduced crew compliment enable both larger crew staterooms as well as more amenities for the crew.


Even though standard marine compliment is normally the same as was carried originally, the ship can carry twice as large a marine compliment for special missions. The marine compliment does also have an increase in embarked power armors including space power armors. However, the ship does not have any provision for other vehicles such as tanks.


Through some slight reorganization of the fighter bays, the fighter compliment was able to be slightly increased to two full squadrons of light fighters and one full squadron of medium fighters. Normal fighters embarked are two squadrons of I.C.E. Hyena fighters and one squadron of Katana fighters.


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 (Modified).

Vehicle Type: Scout / Light Battleship.

Crew: 920 (105 Officers, 815 enlisted).

Troops: Normal marine compliment of 200 marines but can be expanded up to 400 marines. Half of the marine compliment are equipped with light power armors. The ship also embarks 40 space power armor pilots and 72 fighter pilots.


Vehicle, Robots, and Power Armors:

Power Armors:

 

100

Light Power Armors (K-Universal or equivalent.) - Can embark a maximum of 200.

 

40

Ross Aerospace GE-200-RA “Golden Eagle” Space Armors - Can embark a maximum of 80.

Fighter Compliment:

 

12

Bushido Industries BIF-67 Katana Star fighters

 

24

Ross Aerospace MSX-128-ICE “I.C.E. Hyena” Light Starfighters.

Special:

 

16

TMS “Pepper Box" Cruise Missile Launching System (Optional - External)


M.D.C. By Location:

 

Main 28 cm Particle Beam Batteries (4):

1,500 each.

 

Secondary 18 cm Particle Beam Batteries (4):

1,000 each.

 

Heavy 20 cm Electro-Magnetic Mass Drivers (4):

1,000 each

 

Variable Focus Particle Beam Cannon Turrets (12):

150 each

 

Point Defense Electromagnetic Rail Gun Turrets (12):

150 each.

 

Cruise Missile Batteries (4):

1,000 each

 

Long Range Missile Batteries (4):

600 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:

30,000.

 

[1] Auxiliary Bridge:

30,000.

 

Hanger Bay:

30,000.

 

[2] Main Engines (2):

25,000 each.

 

[3] Main Body:

120,000.

 

[4] Variable Force Field:

8,000 per side (48,000 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% (2,400 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 4.5 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:      3.91 million tons (3.55 million metric tons).

Power System: Anti-Matter with a 25 year life span. The ship normally only goes 7 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 40,000 tons (36,290 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: A Vulcania class Scout Battleship 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. Due to the extensive refits, the Star Sovereign would likely cost 30 to 40 billion. 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. In addition, the weapons have the standard penalties for capital scale weaponry to strike small targets such as fighters and other such small targets.

    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. In addition, the weapons have the standard penalties for capital scale weaponry to strike small targets such as fighters and other such small targets.

    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. Four (4) 20 cm Heavy Electromagnetic Mass Drivers: These weapon systems replace the 12 cm laser mounts although individual mounts are far larger. These weapon systems are designs to be especially effective against targets which are impervious to energy. Instead of firing bursts of smaller projectiles, the mass driver fires a massive high density projectile at a target at incredible velocity. Each projectile masses approximately half a ton and relies on pure kinetic energy instead of explosives.

    Even though the projectile is fire by a powerful electromagnetic rail gun, the projectile does use a low powered contra-grav maneuvering system. This is only designed to give limited guidance against targets. Projectile guidance uses a short range radar system (Gives +1 to strike.) As the projectile has relatively low maneuverability, it has standard penalties to hit small targets such as fighters, power armors, and missiles. When projectile reaches maximum range, it is no longer guided but can be used effectively against unmoving targets in a similar manner to missiles (has same penalties.) The projectile is slower than light speed and cannot be used effectively when the starship is traveling at faster than the speeds of light.

    In addition to a single heavy anti-starship projectile, the mass drive can fire a larger projectile containing eight smaller kinetic kill projectiles. As with the full scale projectile, each smaller projectile is guided and is extremely effective against smaller target such as missiles, power armors, and fighters. These smaller projectiles are extremely useful as additional point defense against missiles. As with the larger projectile, there projectiles uses a short range radar system (Gives +1 to strike.) Unlike missiles, volleys of four or more of these projectiles can be dodged. So that projectiles can be fired through an atmosphere, the main projectile casing is fitted with a heat shield - half damage from plasma type weapons. Single solid projectiles have 80 M.D.C. and the smaller sub caliber projectiles have 10 M.D.C. each.

    Each heavy mass driver is mounted in a special turrets that are partially recessed into the ship’s hull. The turrets have a limited firing arc. Each has a 30 degree arc of fire. Two are mounted on either side of the hull designed to fire directly forward.

    Maximum Effective Range: 16,000 miles (25,800 km) in space with range of 32 miles (51.5 km) in an atmosphere.

    Mega Damage: Standard Kinetic Projectiles: 2D4x100+200 M.D.C. each (optional rule is that projectiles gets a critical on a natural 18, 19, or 20 due to its high penetration.) Sub-Caliber Kinetic Projectiles: 2D4x10 M.D.C. per projectile (8 smaller projectiles per larger projectile - optional rule is that projectiles gets a critical on a natural 18, 19, or 20 due to its high penetration.)

    Rate of Fire: Maximum of two per melee (Each larger projectile when loaded with sub caliber kinetic projectiles has eight projectiles.)

    Payload: 100 projectiles for each mass driver (400 total) -Usually 80 standard and 20 sub-caliber loaded projectiles per mass driver.

  4. Twelve (12) 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. 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.

  5. Twelve (12) 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.

  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. These are modern Consortium missile batteries similar to those carried on a number of warships.

    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 and Fusion multi-warheads 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 thirty-two (32) cruise missiles per launcher, per melee round, for a maximum of 128 cruise 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 6 reload of missiles (768 cruise missile reloads total). The Star Sovereign also normally carries sixteen “Pepperbox” five shot launchers (May be combined with internal launchers).

  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.

    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 long range 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: 960 total, 240 long range missiles per launcher.

  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 (SSee revised Phase World / Three Galaxies missile tables 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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