Wolfen Flamininus Battlecruiser (Modified Legatus):


Before the formation of the Consortium of Civilized Worlds, the Wolfen had an extremely powerful military. Even though the military was partially absorbed into the Consortium military and otherwise reduced in size, it is still considered a quite powerful force. The Human Alliance was in a similar situation where they had an extremely powerful military which had been downsized considerably when they became part of the Consortium of Civilized Worlds.


With the possible exception of carriers, the most powerful warships built for the Wolfen navy were the Legatus class battlecruiser. Often, these warships would form the nucleus of powerful and fast moving strike forces. While they were smaller and less heavily armed than the Alliance Yamato class battleship, they had both greater acceleration and faster than light speed.


Due to having limited budgets, the Wolfen navy did little replacing of warships instead relying on the classes they had prior to becoming part of the Consortium of Civilized Worlds. While excellent vessels when first commissioned, many of the Wolfen warship designs are beginning to become dated. As a result, there is presently a program being developed to replace a number of older warships. In comparison, the Human Alliance is concentrating far more on upgrading their vessels and only commissioning a small number of new warship classes.


One of the vessels considered a priority with regards to replacement is the Legatus class battlecruiser. The present plan is for a new battlecruiser design with a number of similarities with the new Consortium Archer and Aegis classes of battlecruisers including mounting a large number of missile batteries. At present, the new battlecruiser design is still under development however. There has been a number of unexpected delays with regards to the development of the new battlecruiser.


Often new design concepts will be tested on older vessels and a number of fleet officers pushed to have a Legatus class battlecruiser upgraded with the new technology planned for the new class of battlecruisers. However, many others in the fleet were against the upgrading of older battlecruisers because it might interfere with the development of the new battlecruiser class. Finally however, the navy gave permission to upgrade a single battlecruiser.


The battlecruiser chosen was one named Flamininus. The battlecruiser was coming up on a major refit as it was and seemed to be the perfect time to rebuild the warship. It is presently unclear whether more battlecruisers will be upgraded in a similar manner with factions lining up on both sides of the debate.


Part of the rebuilt was to strip virtually all of the missile weaponry from the warships. Of the original weaponry, only eight out of the sixteen medium range missile batteries remain with all of the capital missile launchers stripped. In additional all of the ten centimeter particle beams and point defense weaponry were also stripped from the battlecruiser with only the twenty and thirty-eight centimeter anti-ship lasers remaining. It was even decided to strip out a large part of the marine compliment. Otherwise, the propulsion, power systems, and shield generators all remain standard.


 For the new missile battery, the Flamininus mounts four capital missile batteries and six long range missile batteries. Unlike previous Wolfen warship designs, these batteries are basically identical to those mounted on most Consortium warships. The Flamininus is able to fire extremely heavy capital missile volleys while able to defense itself far better at long range with the long range missile batteries. With the remaining eight medium range batteries, the battlecruiser has formidable defensive firepower.


Originally it was planned to only strip eight out of the sixteen anti-ship particle beams. These particle beams did need to be stripped to free up enough volume for the new missile batteries. However, it was decided that eight of a modified design of particle beam would be mounted. These particle beams were developed by the New Coventry navy and have twice the rate of fire of the standard particle beams. If further battlecruisers are upgraded in a similar manner, it is quite likely that eight of the original particle beams may be retained instead to reduce upgrade costs. Otherwise, the twenty and thirty centimeter lasers are unmodified.


With regard to the battlecruiser’s close range point defense, it was decided to mount sixteen GR-1000 heavy point defense rail guns and sixteen variable focus particle beams. The heavy point defense rail guns have greater range and are far more powerful. Similarly, the variable focus particle beams are extremely effective against incoming missiles. It has been suggested that if further battlecruisers are upgraded, the original battery of electromagnetic rail guns and lasers may be retained as another cost saving measure.


In large part, the vehicle and troop compliment were reduced in order to increase magazine space. Otherwise, the battlecruiser would have limited space for capital and long range missiles. However, the engineers did manage to increase hanger space for fighters as well. An additional squadron of light and an additional squadron of medium fighters are embarked. As well, twice as many heavy fighters are carried aboard. While the number of ground power armors are greatly reduced, the number of space power armors remains unchanged. Even though the numbers of embarked ground vehicles was also greatly reduced, it was decided to retain both assault shuttles.


There was some effort with the upgrades to also reduce the crew compliment although still greater than most modern ships of similar size. The new Aegis and Archer class battlecruisers require only about one third of the crew of the Flamininus even with modifications. Even the relatively old Icaria Triton class battlecruiser requires only about two thirds the crew of the Wolfen battlecruiser.


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: CBC-110-B (Modified).

Class: Battlecruiser.

Crew: 1,540 crew members (265 officers and 1,275 enlisted personnel.)

Troop Capacity: 600 (Including power armor and vehicle crews), 24 shuttle crews, 200 fighter pilots.

Can carry up to 300 passengers in addition to troops and crew (generally flag personnel.)


Vehicles:

Power Armors & Robots:

 

120

Consortium SH-CCW100 Silver Hawk Power Armors.

 

200

Wolfen GTA-14 Spartan Ground Power Armors.

Fighter Compliment:

 

36

Wolfen PBI-22 Gladius class Medium Strikefighters.

 

60

Wolfen PBI-25 Falx Supina Light Starfighters.

 

12

Wolfen PBI-36 Spiculum Heavy Starfighters.

Assault Shuttles:

 

2

Wolfen ASA-01 Cohort class Assault Shuttles.

Tanks & Other Vehicles:

 

20

Wolfen IFV-100 Maniple Infantry Fighting Vehicle.

 

10

Wolfen MBT-35 Phalanx Main Battle Tanks.


M.D.C. by Location:

 

38 cm Main Laser Cannons (2):

1,500 each.

 

20 cm Heavy Laser Cannons (4):

1,200 each.

 

10 cm Heavy Particle Beam Cannons (8):

650 each.

 

GR-1000 Rail Gun Turrets (16):

400 each.

 

Variable Focus Point Defense Particle Beam Cannons (16):

300 each.

 

Cruise Missile Batteries (4):

1,000 each.

 

Long Range Missile Batteries (6):

800 each.

 

Medium Range Missile Batteries (8):

450 each.

 

Outer Hull (40 ft/ 12.2 m Area):

150.

 

Inner Hull (40 ft/ 12.2 m Area):

100.

 

[1] Bridge:

30,000.

 

[1] Auxiliary Bridge:

30,000.

 

[1] Flag Bridge:

30,000.

 

Hanger Bay:

40,000.

 

[2] Main Engines (2):

35,000 each.

 

[3] Main Body:

140,000.

 

[4] Variable Force Field: 

10,000 a side (60,000 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 both an auxiliary bridge and a flag bridge. Even if all three bridges are taken out, the ship can still be piloted from engineering but the ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridges 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% (3,000 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 400 mph (644 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 two years worth of supplies on board, but can be stretched to three in an emergency.


Statistical Data:

Length:                2,953 feet (900 meters).

Height:                525 feet (160 meters).

Width:                 607 feet (185 meters).

Weight/Mass:      6.28 million tons (5.7 million metric tons)

Power System: Anti-matter; average energy life of 50 years. The ship normally only goes 10 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 20,000 tons (18,140 metric tons) of cargo in addition to the 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: The modifications to the Flamininus costs approximately 15 billion credits. The production cost of a Legatus class battlecruiser is approximately 32 billion credits. Costs of the Flamininus if the ship was constructed new it would cost about 35 billion credits to construct. Cost does not include embarked craft.


Weapon Systems:

  1. Two (2) 38 cm Main Heavy Laser Cannons: In the front of the ship are two 38 cm laser cannons. They 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. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard penalties to strike fighters and other 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.

    Maximum Effective Range: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an atmosphere.

    Mega Damage: 2D4x1000 M.D.C. each and two can be combined for a total of 4D4x1000.

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

    Payload: Effectively Unlimited.

  2. Four (4) 20 cm Heavy Laser Cannons: These cannons are used to engage any large ships that come into range and used for orbital bombardment. Two of the heavy laser cannons can be combined together or each one can be used separately. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard penalties to strike fighters and other small targets.

    Maximum Effective Range: 100,000 miles (161,000 km) in space, or 100 miles (160 km) in an atmosphere.

    Mega-Damage: 1D4x1,000 per single blast or 2D4x1,000 per double blast.

    Rate of Fire: Two double blasts or two single blasts each (4 total per battery).

    Payload: Effectively Unlimited.

  3. Eight (8) 10 cm Heavy Particle Beam Cannons: The particle beams are redesigned versions of the particle beams that are on a standard Hunter with the same range and same beam output. They use less power than the original particle beam and have a more efficient capacitor, allowing the particle beam to fire about twice as often as the system they replace. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 10,000 miles (16,000 km) in space and 20 miles (32 km) in an atmosphere.

    Mega-Damage: 2D4x100 M.D. each (4D4x100 maximum for two firing together.)

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

    Payload: Has a capacitor with ten (10) charges per cannon. Capacitors recharge at the rate of one shot per gun per melee which allows the cannons to fire for 2.5 minutes (10 melees) before being only able to fire once per melee.

  4. Six (6) GR-1000 Heavy Point Defense Rail Guns: Replace the original electromagnetic rail guns. Gravity rail guns are in turrets that can rotate 360 and has a 180 arc of fire. The GR-1000 Rail Guns both are more powerful and have more range than the conventional rail guns and are the same rail guns which is carried in the C.A.F. Scorpion Starfighter. Considered extremely effective even compared to other gravity rail guns. Even so, the mounts are not really for use against capital ships but can devastate a fighter quickly. They are also extremely effective against targets which are imperious to energy. 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 gravity rail guns 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.

  5. Six (6) Variable Focus Particle Beam Mounts: Replace the point defense lasers and have greater range and inflict more damage be shot. 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.

  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.)

    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 missiles per melee round. Launchers are reloaded on the same melee round and can be fired again on the next.

    Payload: 128 total, 32 cruise missiles per launcher. Ship has 10 reload of missiles (1,280 cruise missile reloads total.)

  7. Six (6) 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: 2,880 total, 480 long range missiles per launcher.

  8. Eight (8) Medium Range Missile Batteries: Weapon system is used for hitting enemy robots, fighters, and missiles (both cruise and long range missiles.) Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Weapon system can be used to engage multiple targets simultaneously.

    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 (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles per battery.

    Payload: 240 per launcher for a total of 1,920 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2016 & 2017, Kitsune. All rights reserved.



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