Wolfen Sethlans class Repair Ship / Tender:
The Sethlans class repair ship is the standard repair ship in the Wolfen navy. When the Consortium navy was formed, the Wolfen tender was not adopted with the Human Alliance Button class tender adopted instead. Still, these ships continue to be operate by the Wolfen navy and these vessels are also operated by a number of independent defense forces
In comparison to the Human Alliance Button class tender, the Wolfen Sethlans class repair ship is smaller and is considered less capable generally. They do however require smaller crews and are easier to maintain than the Human Alliance tender design. Over the years, the repair ship operated by the Wolfen navy have been often updated although vessels operated by other navies may be less well updated.
Instead of being powered by anti-matter as most the warship of the Wolfen navy, the Sethlans class repair ship is powered by a fusion plant. These repair ships are relatively slow with a top speed of around two and a half light years per hour. This relatively slow speed is a concern by some admirals in the Wolfen navy with several ideas such as using a fast merchant hull for a more capable repair ship design.
Unlike most repair ship designs, the hull of the Sethlans class tender is based on a warship design. Most repair ships, including the Human Alliance Button class, are built on merchant hulls. Instead, the hull is a modified version of the Lictor class cruiser although the ship is built with lighter scantling generally. Also lacks the heavy armor, secondary bridge, and the advanced systems of the warship. These tenders are protected by light military class variable force fields.
For direct fire weapons, these repair ship are armed with a pair of ten centimeter particle beams identical to those mounted on the Hunter class destroyer. Rarely used, there has been some suggests with stripping these out. For defensive weaponry, these repair ships also mount four point defense rail guns, four point defense lasers, and four medium range missile batteries.
A total of sixty repair shops and two heavy fabrication shops make up these repair ship’s main facilities. These ship also carry a number of special drones to assist the standard repair crew of seven hundred. These tenders are able to support major repairs to warship, primarily designed to support smaller vessels including the Stalker class fast escort carrier, Striker class missile destroyer, and Hunter class destroyer. This includes even major structural repair and complete rebuilding of the propulsion system and power plants of smaller vessels. For larger ships, such as the Lictor class cruiser, repairs are more limited.
While generally used by the Wolfen navy for only repairs, a number of independent navies operate these repair ships as mobile shipyards. Specifically, a number of Hunter class destroyers have been by these repair ships. As far as known, these ships have never been used to construct any Stalker class escort carriers and is believed by most to be beyond the capability of these repair ships.
A secondary role for these repair ships is the repair and refit of fighters. In addition to the Hunter and Striker class destroyers, the Stalker class escort carrier has extremely limited fighter support facilities. In addition, these ships are mean to be able to embark half a squadron of light fighters for self defense. Of course, these fighters are not always embarked. These repair ships carry considerable cargo to support repairs and they also have limited additional magazine capability for use in the support role.
While the Packmaster class carrier, Legatus class battlecruiser, Lictor class heavy cruiser have reasonably comprehensive medical facilities, the Stalker class fast escort carrier, Striker class missile destroyer, and Hunter class destroyer all have extremely limited medical facilities. As a result, the Sethlans class repair ship is expected to operate in the medical support role as well as supporting the ships themselves.
As with their general repair facilities, medical facilities with repair ships in Wolfen service have been greatly upgraded while in service. These ships are designed to support several hundred patients with a total of two hundred medical beds and fifty emergency stasis chambers. In addition, these repair ships have two state of the art operating rooms supported by advanced regeneration equipment and cloning facilities. To operate the medical facilities, these repair ships embark eighty medical personnel.
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: SRST-12.
Vehicle Type: Tender / Repair Ships.
Crew: 1,040 total [260 (35 Officers and 225 Ordinary Crew) for ships operation, 700 repair personnel, and 80 medical personnel].
Passengers / Troops: Has medical facilities for 200 patients and 50 stasis chambers.
Vehicles:
Fighter Compliment:
|
12 |
Mini-Tugs. |
|
24 |
Transient Fighters (Normally to be repaired). |
|
6 |
Wolfen PBI-25 Falx Supina Light Starfighters (Provisions for, Not always carried). |
Shuttles:
|
2 |
Passenger Shuttles (usually used for medical emergencies). |
|
2 |
Cargo Shuttles. |
Other:
|
200 |
Repair Drones. |
M.D.C. by Location:
|
10 cm Heavy Particle Beam Cannons (2): |
650 each. |
|
Electromagnetic Point Defense Rail Gun Turrets (4): |
400 each. |
|
Point Defense Laser Turrets (4): |
300 each. |
|
Medium Range Missile Batteries (4, Top, Sides, and Bottom): |
450 each. |
|
Outer Hull (40 ft/ 12.2 m Area): |
100. |
|
Inner Hull (40 ft/ 12.2 m Area): |
80. |
|
[1] Bridge: |
4,000. |
|
[2] Main Engines (2): |
5,000 each. |
|
[3] Main Body: |
20,000. |
|
[4] Variable Force Field: |
2,000 a side (12,000 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 hull. 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] 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 repair ship 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% (600 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 maximum due to military shields. Star Ship can accelerate/decelerate at the rate of 0.70 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 250 mph (402 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 for the small crew but normally does not operate for that long without resupply.
Statistical Data:
Length: 820.87 feet (250.2 meters).
Height: 257.55 feet (78.5 meters).
Width: 448.16 feet (136.6 meters).
Mass/Weight: 286,600 tons (260,000 metric tons).
Power System: Advanced Fusion with a 20 year life span. The ship normally only goes 5 years between refueling and refitting.
Cargo: Can carry up to 60,630 tons (55,000 metric tons) of cargo in addition to crew’s supplies. 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 4.5 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships sell for 5 to 6.5 billion credits.
WEAPON SYSTEMS:
Two (2) 10 cm Heavy Particle Beam Cannons: The particle beams are the same version of the particle beams that are on a standard Hunter with the same range and same beam output. The are mounted in the position of the two guns to either side of the ship with most of the cannon being inside of the hull. There is discussion of replacing the cannons with the faster firing versions carried on the Hunters in New Coventry service or something similar. 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 both.)
Rate of Fire: Each one can be fired up to one time in a melee.
Payload: Effectively Unlimited.
Four (4) 14.5 mm Electromagnetic Point Defense 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 guns at a significant fraction of the speed of light. Rail gun uses 14.5 mm depleted uranium projectiles. 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 800 miles (1,290 km) in space.
Mega-Damage: Rail guns inflict 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.
Four (4) 18 mm Point Defense Lasers in Ball Turrets: This system is unaltered when compared to a standard Hunter class destroyer. This is the star ship’s primary anti-starfighter, anti-robot, and anti-missile defense system. Each laser is in a turret that can rotate 360 and has a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
Maximum Effective Range: 200 miles (320 km) in space and has a range of 4 miles (6.4 km) in an atmosphere.
Mega Damage: 2D6x10 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.
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 (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: 160 per launcher for a total of 640 medium range missiles.
[ Altara TM, Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Kydian TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2015, Kitsune. All rights reserved.