Tri-Galactic Military Razor (Improved Falchion) class Patrol Corvette:


Unlike most full militaries, the Tri-Galactic Military operates a large amount of hardware from other militaries. Often this hardware is on the older side including cast off hardware including from the Human Alliance. A number of Falchion class patrol corvettes have ended up in their hands. These small ships, with proper upgrades, can be run by very small crews and are incredibly useful in a variety of roles. The Tri-Galactic Military upgrades their Falchion class corvettes to an even greater extent than Vector Aerospace.


While most ships upgraded by the Tri-Galactic Military are operated by the huge mercenary company, a number of these ships have been upgraded for others, including both planetary defense forces and other mercenary companies. While more expensive than the Vector Aerospace version, the model carries far more firepower than a Proctor class heavy fighter and it is less than non stripped versions of the heavy fighter often costs on the open market. Several customers have expressed a potential interest in the new manufacture of these fighters and it is possible than in the future production might start for this corvette design.


Many of the upgrades are similar to those on the Vector Aerospace version of the patrol corvette. These include the replacement of both the in-system drives and the faster than light contra-grav drive systems. The drive systems give it an equal acceleration to a standard Proctor class heavy fighter and the faster than light drives allow a top speed of four light years per hour, slightly slower than the Vector Aerospace version although much faster than the original drive systems. The fusion plant is retained although bottle software is improved and several additional safety systems are added as well. Power conduits needed to be upgraded to support the additional weaponry as well. Shields are much more powerful than original models and armor has been reinforced so that the corvette can withstand more damage than the original models.


Electronics are also upgraded with a fully updated cockpit designed to allow the corvette to be operated more like a fighter than a capital ship. Controls are more responsive and can be reconfigured far quicker than with the original controls. Fire control has been upgraded to support the additional weapon systems. The ship also has increased automation like the Vector Aerospace version and can operate with a crew as low as ten personnel although it is designed around a crew of fourteen. The ship has most of its crew space stripped out to increase magazine space and cannot carry an effective number of troops. The crew have slightly more space per crew member than the original Falchion.


The weapon system upgrades are the heart of the Tr-Galactic Military version of the corvette. The two heavy anti-ship lasers are retained without upgrade. They are incredibly powerful and can hurt even large ships. Instead of four forward firing light lasers, the corvette mounts six lasers in a forward firing array. The rail guns mounted in the two turrets are replaced by variable focus particle beams which are the same models as carried on the Consortium Assault Shuttle and are carried on several other Tri-Galactic designs. While the weaponry will not effect targets which are impervious to energy, they are generally more effective against missiles and have a longer range. They have the ability to be operated in an automated mode although are generally more effective when operated by a gunner.


The main missile systems are virtually stripped out and replaced. The four main bays are increased in size and can carry twice as much ordnance as the original versions. Like the Vector Aerospace version of the corvette, the magazines are also designed to carry a larger variety of ordnance. The smaller bays are retained and are upgraded to carry a wider variety of ordnance as well. Due to the position of these smaller bays, their capacity could not be altered. On the outer area of the wing structures, a pair of mini-missile launchers have been added, partially as compensation for the loss of the rail guns, and the corvette has eight additional external hard points, compared to twelve on the Vector Aerospace version.


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: FFL-01 (Upgrade Version).

Vehicle Type: Patrol Corvette.

Crew: 14 (2 to 3 officers normally), 10 can operate ship effectively.

Troops: Can carry four (4) passengers with a crew of ten.


Vehicle, Robots, and Power Armors:

None.


M.D.C. By Location:

Forward Mounted 12 cm Heavy Laser Cannons (1):

600

Nose 2 cm Laser Cannons (6):

50 each

Variable Focus Point Defense Particle Beam Turrets (2, fuselage):

150 each

Large Missile Bays (4, Fuselage):

160 each

Small Missile Bays (4, Fuselage / Wing Roots):

120 each

Mini-Missile Launchers (2, outer wings):

100 each

Missile Pylons (8, on the underside of each wing):

10 each

[1] Bridge:

680

[2] Main Body:

1,900

[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.

[4] 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 1.0 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 1.80 (1,370.2 mph / 2,205.1 kph), can enter and leave an atmosphere because flight system is using contra grav. With external ordnance, reduce maximum speed to Mach 1.60 (1,217.9 mph / 1960.1 kph) with a full load.

Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 4.0 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:  240 feet (73.1 meters).

Height:  38 feet (11.6 meters).

Width:   76 feet (23.24 meters) the body or 144 feet (43.9 meters) at the wing body.

Mass/Weight: 1,650 tons (1,496.8 metric tons).

Power System: Advanced Fusion with 25 year life span. The ship normally only goes 5 years between refueling and refitting.

Cargo: Cargo holds have been stripped to increase missile bay’s ability to carry ordnance. 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: 375 Million for upgraded “Razor” version of the Falchion. Rebuilding a Falchion to the “Razor” Configuration costs 200 million credits. Original Falchion corvette would cost about 250 Million credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. These ships normally sell for 150 to 300 million credits.


WEAPON SYSTEMS:

  1. One (1) 12 cm Heavy Laser Cannon: Mounted in the centerline of the corvette, the heavy laser cannon is part of the spine of the vessel and fires directly forward. The heavy laser cannon is used against frigates as well as against heavily reinforced targets. Mostly used against large vessels, when used against small targets (Fighters, missiles, power armors, etc.) weapon have a penalty of -5 to strike. The weapon system cannot be used to engage targets while traveling at faster than light velocities. In addition, cannot be combined with the light pulse lasers.

    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. per shot.

    Rate of Fire: Maximum of two (2) times per melee.

    Payload: Effectively Unlimited.

  2. Six (6) Nose 2 cm Laser Pulse Cannons: These weapons are mounted in the forward end of ship and fire forward. The Original version of the Falchion carried four mounts with the Razor being upgraded to six forward firing mounts. Each gun has an arc of fire of about 30 degrees. These weapons are virtually identical to those carried on the Vixen and Osprey star fighters. As well as being able to be combined, cannons can each be fired separately. Cannot be combined with the 12 cm laser cannon.

    Maximum Effective Range: 6 miles (9.7 km) through atmosphere and 600 miles (966 km) in space.

    Mega-Damage: 2D4x10+10 per single blast, 4D4x10+20 for two, 8D4+40 for four, and 12D4x10+60 for a combined six cannon blast (Costs one attack in all cases.)

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

    Payload: Effectively Unlimited.

  3. Two (2) Variable Focus Particle Beam Turrets: One mount is on the top of the body of the corvette and the other mount is on the bottom of the corvette. Each replaces the rail gun mounts which were original mounted in these positions. 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 round.)

    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. Four (4) Large Missile Bays: The corvette has four heavy missile bays. Each missile bay is increased in size, by removing cargo and crew space, and can carry eight cruise missile, sixteen long range missiles, or thirty-two 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 warheads inflict 4D6x100 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), or eight (8) missiles.

    Payload: Eight (8) cruise missile, sixteen (16) long range missiles, or thirty-two (32) medium range missiles per missile bay (Maximum of 32 cruise missiles, 64 long range missiles, or 128 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 sixteen medium range missiles or thirty 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), eight (8), or sixteen (16) missiles.

    Payload: Sixteen (16) medium range missiles or thirty-two (32) short range missiles per bay (Maximum of 64 medium range missiles or 128 short range missiles.

  6. Two (2) Mini-Missile Launchers: These launchers are mounted on outer wings of the corvette and the Razor class corvette has two launchers with six tubes each for a total of twelve missile tubes that fire forward of the vessel. The mini-missile launchers are controlled by the pilot or copilot. The mini-missiles are used for offensive and defensive purposes. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration).

    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 tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2), four (4), eight (8), or twelve (12) mini-missiles.

    Payload: 36 per launcher for a total of 72 mini-missiles.

  7. Eight (8) Missile Pylons: On the underbelly of the corvette are eight missile racks that allows the vessel to carry one cruise missile or two long range missiles. The corvette has four 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 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.) 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 unpowered, is at -25% to be detected.) Cruise missiles have minuses 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 and 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 (Cruise Anti-Matter warheads inflict 4D6x100 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), or four (4) missiles.

    Payload: One (1) cruise missile or two (2) long range missiles per pylon (maximum of 8 cruise missiles or 16 long range missiles.)



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2007 & 2015, Kitsune. All rights reserved.



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