Vannes Sceptre class Cruiser:


There are a number of smaller powers scattered within the Three Galaxies. Most purchase ships from various greater powers such as the Consortium, Human Alliance, or Trans-Galactic Empire, while a few others built their own ship. Still, few smaller powers, especially single system powers, built or operate any ship designs larger than cruisers.


The Vannes system is one of these smaller powers. Initially human settled, it was a single star system which had a considerable space navy at one time. It has been settled for several hundred years, almost a millennium. As time went on, the territory of the Consortium of Civilized World eventually encompassed the system and it joined the Consortium.


When they became a member of the Consortium, they greatly reduced their own forces although the move was extremely unpopular in some areas. Military shipyards were vastly reduced in size, concentrating on repair and support. It has been over a hundred years since any new warships have been built although the system continue building civilian vessels. Instead, the system mostly purchases Consortium warship designs. The system now operates four Warshield class cruisers along with a small fleet of destroyers.


At one time the Sceptre class cruiser was the mainstay of the Vannes system space forces although the system also build destroyers. About two dozen of these cruisers were build. The design is contemporary with the Human Alliance Boadicea class cruiser. The last was retired many decades ago in Vannes navy service, replaced by Warshield class cruisers.


While a number of the Sceptre class cruisers were scrapped, many found their way into the hands of other powers and mercenary companies. Over the years, more of these cruisers have been lost in combat but an unknown number remain. The status of many of these vessels is unknown. It is known that some have been extensively refitted while others are mostly unchanged from their original configuration.


It is believed that the Sceptre class cruiser design is loosely based on that of the Human Alliance Boadicea class and it fills a very similar role. Still, the Vannes design is considerably different with the Sceptre class slightly larger than the Human Alliance cruiser. At around one hundred and forty thousand tons, the Sceptre is about twenty-five percent larger than the Boadicea.


Part of the reason why the Sceptre class cruisers is slightly larger is that it is heavier armed. While it carries a very similar missile battery, it carries a more powerful energy weapon battery. The Sceptre carries two 28 cm particle and four 18 cm particle beams. The 18 cm particle beams have fifty percent more output and about four times better range than the 12 cm laser cannons carried on the Boadicea.


As previously described, the missile battery is virtually identical to the Boadicea class cruiser. The cruiser has two capital missile launchers and four long range missile launchers. The payload greater for the capital missile launchers with ten reloads for each launcher although the long range missile launchers have the same payload as the Boadicea class cruiser. Originally, the launchers fired mostly nuclear warheads although now anti-matter and other warheads are available for the capital missiles.


Short range defensive batteries for the Sceptre class are twelve point defense rail guns and eight mini-missile batteries. While not unlimited in payload, the electromagnetic rail guns are longer range than the laser batteries carried on the Boadicea along with her rail guns. With sixteen thousand rounds per rail gun mount, it is considered that any situation that requires more ammunition than the ships carries is not survivable anyway. Each mini-missile battery has one hundred and twenty eight missiles ready to fire and most cruisers carry additional missiles in the deep magazines.


These ships are quite slow by modern standards with a faster than light speed of only two and half light years per hour with a similarly slow sublight acceleration. Power is provided by a fairly massive fusion plant. A modern fusion plant of the same output would be far smaller and a modern military anti-matter plant would be even smaller still. Even so, the fusion plant is extremely durable and requires surprisingly little maintenance.


Part of the additional size of the cruiser also allows the vessel to carry a larger fighter and troop compliment. The Sceptre is designed to be able to carry twenty medium fighters, usually organized as two short squadrons, and eighty troops. Usually twenty of the troops are equipped with light power armors. Originally, the indigenously developed WF-012 medium fighter was carried but none remain in service. These were replaced by Human Alliance Osprey fighter design in Vennes military service. Most recently, the Vennes military has operated the Bushido Industries Katana fighter in the Warshield cruisers. Mercenaries and independent forces operate a variety of fighters. Crew of these cruisers is larger than more modern ships although only marginally greater than the Boadicea class.


Common upgrades to these vessels include the replacement of the original sensor systems with more modern systems. These ships are at a disadvantage compared to more modern ships with modern corvettes having as good sensors in most cases to these cruisers. In addition, the shield generator is often replaced with more modern generator designs. Modern generators are more energy efficient and more powerful. As well, it is extremely difficult to repair the original generator and often easier to simply replace. It is less common to replace weaponry and drive systems. Replacing the engines requires almost a complete rebuild. In most cases, the replacement of missiles with more modern missiles keeps the ship able to deal reasonably with more modern vessels.


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: VCA-01
Vehicle Type: Cruiser
Crew: 360 (30 Officers, 330 enlisted)
Troops: 80 marines (half typically stay on board for ship defense), 30 fighter pilots, and 20 power armor pilots


Vehicle, Robots, and Power Armors:
Fighter compliment can vary with 30 Light Starfighters replacing 20 Medium Starfighters.
Power Armors:

20Light Power Armors
Fighter Compliment:
20Medium Starfighters (Varies greatly)


M.D.C. By Location:

Main 28 cm Particle Beam Batteries (2):1,200 each
Secondary 18 cm Particle Beam Batteries (4):800 each
Point Defense Electromagnetic Rail Gun Turrets (12):150 each
Cruise Missile Batteries (2):600 each
Long Range Missile Batteries (4):400 each
Mini-Missile Launchers (8):100 each
Outer Hull (40 ft/ 12.2 m Area):120
Inner Hull (40 ft/ 12.2 m Area):80
[1] Bridge:6,000
[1] Auxiliary Bridge:6,000
Hanger Bay:8,000
[2] Main Engines (2):8,000 each
[3] Main Body:28,000
[4] Variable Force Field:2,500 a side (15,000 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 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% (750 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 0.65 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 2.5 light years per hour.
Maximum Range: Effectively Unlimited by either drive system. Carries about two years worth of supplies on board.


Statistical Data:
Length: 620 feet (188.98 meters)
Height: 150 feet (45.72 meters)
Width: 235 feet (71.63 meters)
Weight/Mass: 138,000 tons (125,200 metric tons)
Power System: Fusion with a 10 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 6,000 tons (5,443.1 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: Ship would cost about 1.3 billion credits to manufacture in present time in the Three Galaxies (not including fighters or power armors.) Ships are no longer being produced. When available, these ships sell for 2.2 to 3.8 billion credits.


WEAPON SYSTEMS:

  1. Two (2) Main 28 cm Particle Beam Batteries: In the front of the ship are two 28 cm particle beam cannons. Weapon has standard penalties to hit fighters and small targets. 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 M.D.C. each (Both can be linked for 2D4x1000 M.D.C. for both)
    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 on the sides 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.
    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)
    Rate of Fire: Maximum of three (3) times per melee per particle beam.
    Payload: Effectively Unlimited.
  3. 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. 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. 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.
  4. 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. Batteries can launch on multiple targets each at the same time. Batteries have a lower number of actual launchers than the modern CAF cruise missile batteries and each launcher is slightly larger in size.
    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 twenty-four (24) missiles per battery, per melee round, for a maximum of 48 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 48 total, 24 cruise missiles per battery. Ship has 10 reload of missiles (480 cruise missiles reloads total.)
  5. 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. Batteries have a lower number of actual launchers than the modern CAF long range missile batteries and each launcher is slightly larger in size.
    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 twenty-four (24) missiles per battery, per melee attack.
    Payload: 960 total, 240 long range missiles per battery.
  6. Eight (8) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. 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.) Batteries can launch on multiple targets each at the same time.
    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 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 3072 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2012, Kitsune. All rights reserved.



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