Confederation Venture class Corvette (Wing Commander):


The Venture class Corvette is the Confederation Military's lightest capital ship in service, first entering the fleet in the early Twenty-Six Forties. The ships have undergone constant upgrades throughout their service with new generations of shields, increased armor, and new weapon systems. The class can be considered halfway between that of a bomber and destroyer, not quite satisfying the needs of either role.


This ships serve in many different roles over the year. The ships are often used to escort convoys, long range scouting, guarding jump points, and even for decoy missions. Because of a lack of destroyers, these ships are often put into roles which standard doctrine would call for a destroyer to before the same role. As well, these light capital ships are often found escorting carrier task forces due to the same lack of destroyers especially the small escort carriers. Over the years, huge numbers of these corvettes have been built and many have been destroyed. Some old ventures have even been sold in the open market to allied governments and even privateers.


Because of their extremely small size, the corvette requires a crew of only nine but unlike the Broadsword heavy bomber, which requires a similar crew, the corvette class is designed for long range deployments and there are cases where the corvettes have remained on station for years. Of course the ships are extremely cramped and such missions are extremely difficult, similar to long range submarine missions during World War Two. The officers are the only crew onboard with cabins and they are virtually the size of closest. Normally two officers are embarked on each corvette and it is expected that the crew be extremely diversified in their skills unlike with most larger vessels. For example, an engineer might be expected to act as a gun when the ship is in combat.


The Venture class Corvettes are designed to be both extremely inexpensive and quick to build. The ships were designed with modular construction in mind and vessels of the class have been configured as tankers, freighters, electronic warfare ships, and other specialist vessels. As a result, only the stock version of the vessel can be fully described. As well, some crews have added additional weapon systems and external hard point especially for anti-ship capital scale missiles. Like German submarines during World War II, these ships do not have official names and official fleet manifests refer to the corvettes by their numbers (such as PC-9821). Still, many of the Corvettes' crews give their ships informal names.


Standard Venture class Corvettes carry a pair of heavy neutron cannons as their main weaponry. Their power plant is not powerful enough to power anti-matter guns and the ships are simply too small to mount them. In addition, the corvettes carry a pair of heavy defense lasers and a single long range missile launcher which is used both as fighter defense and against light capital ships. Armor and shields allow the ship to take damage which would tear a bomber, even the huge Broadsword Bomber, to shreds but does not have the ability to take anything like the damage of a destroyer. While not as fast as the Gilgamesh class destroyer, the Venture class corvette is faster than most vessels larger than it, enabling it to often escape destruction at their hands. Unlike larger capital ships, the Venture class can actually land on a planet although it is not designed for atmospheric combat.


In the later part of the Twenty-Six Sixties, an advanced version of the Venture class corvette was developed. This ship is normally designated the Venture II class. While the corvette is little changed in external appearance, the upgrades include upgraded shields, all new weaponry, and actually masses around 500 metric tons greater than the original model. Power plant is enhanced and the Venture II has a slightly higher top speed than the original vessel. The vessel does not carry the neuron cannons of the original model and instead carries three heavy lasers along with a pair of long range missile launchers and a single cruise missile launcher.


There are two important specialized variants of the Venture II class corvette. The first is a special electronics warfare version of the corvette. This ship carries advanced sensor systems and jamming systems. In addition, the ship carries an advanced decoy system to attempt to decoy missiles. These systems takes up virtually the entire ship’s cargo space. Because of their extreme usefulness, the electronics warfare version of the Venture II class are often assigned to carrier battle groups as specialized escorts. The other version is a special missile armed "Attack" version. This ship is designed for attack missions and armed with four additional cruise missiles carried on external hard points. The ship will often make hit and run type attacks similar to how a Broadsword heavy bomber might be used.


Notes of game conversion:


Because of the nature of the Video Game / Novel series “Wing Commander” and the needs to put the starship into game mechanics, the starship has several modification compared to the Video Game and Novels. The most important change it to change top speed to acceleration. Like fighters in Star Wars and original Battlestar Galactica, the fighters appear to act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television series Babylon 5 and the new Battlestar Galactic are good series to watch to get a clearer idea on how space vehicles would probably maneuver although still not a perfect perspective. The starship has been modified to uses my revised phase world starship rules and can hold their own against most C.A.F and Kreeghor starships. See Revised Starship Rules for Phase World / Three Galaxies for more details.


Model Type:Venture
Venture II
Vehicle Type:Venture"PC", Patrol Corvette
Venture II"PC", Patrol Corvette
Crew:VentureNine (Two Officers)
Venture IINine (Two Officers)


M.D.C. By Location:Venture:Venture II:
Heavy Neutron Cannon Turrets (2):500 eachNone
Heavy Laser Cannon Turrets (2 or 3):250 each250 each
Long Range Missile Launcher (1 or 2):500500 each
Cruise Missile Launchers (1):None400
Cruise Missile Hard Points (4):None25 each (Attack Variant)
Electronics Warfare Suite:None500 (ECM Variant)
Landing Struts (3):60 each60 each
[1] Bridge:1,0001,200
[2] Engineering section:1,5001,800
Main Engines (2):800 each1,000 each
[3] Main Body:3,0003,500
[4] Variable Force Field:1,500 side (9,000 total)2,000 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 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] Destroying the engineering section means that ship FTL propulsion systems are destroyed and maximum sublight acceleration is reduced to ten percent of normal (using navigational thrusters).
[3] 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% (450 / 600 M.D.C.) per melee.


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. Venture class Corvette: Star Ship can accelerate/decelerate at the rate of 0.40 percent of light per melee. Venture II class Corvette: Star Ship can accelerate/decelerate at the rate of 0.425 percent of light per melee.
Atmospheric Propulsion: Unlike larger vessels, the Corvette can operate within an atmosphere but is extremely limited in an atmosphere. Maximum cruise speed is Mach 1 (741.5 mph / 1,193.3 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight.
Stardrive: The corvette mounts a jump drive which is capable of jumping instantly from a fixed point in a system to another fixed point in a system. These points are weaknesses in the fabric of space and have been mapped in most cases. Fuel is hydrogen which the destroyer scoops from space to fuel the jump engine.
Maximum Range: Effectively Unlimited by either drive system. The corvette has about one year worth of supplies on board.


Statistical Data:
Length: 262.46 feet (80 meters)
Height: 62.08 feet (18.9 meters) for hull.
Width: 230.35 feet (70.2 meters)
Weight: Venture: 1,102.3 Tons (1,000 metric tons) fully loaded. Venture II: 1653.5 Tons (1,500 metric tons) fully loaded.
Power System: Fusion with a 20 year life span. The ship normally only goes 5 years between refueling.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 100 tons (110.2 metric tons) of cargo in addition to standard compliment of supplies and ammunition. ECM variant of Venture II has minimal cargo cpacity. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items although quarters are still extremely cramped. Most of the ships spaces are take up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: Venture: 650,000,000 credits. Venture II: 850,000,000 credits (Add 200,000,000 credits for ECM variant)


WEAPON SYSTEMS:

  1. Venture class Corvette:
    1. Two (2) Heavy Neutron Cannon Turret: This is a heavy mount which is larger than the standard mount carried on fighters and are longer ranged. On later generation vessels, such as the Gilgamesh class destroyers, these are generally replaced by anti-matter guns. The weapons are mounted near the nose of the destroyer and are the main anti-capital ship weapon of the vessel. They are shorter ranged than the anti-matter guns on later vessels but are longer ranged than standard neutron cannons. Weapons system has half the normal penalties to hit fighters and small targets as standard heavy anti-ship mounts.
      Maximum Effective Range: 6,213.7 miles (10,000 km) in space. and 31.07 miles (50 km) in an atmosphere.
      Mega Damage: 3D6x10+40 per cannon.
      Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
      Payload: Effectively Unlimited.
    2. Two (2) Heavy Point Defense Lasers in Dual Mounts: The standard Venture mounts a pair heavy point defense laser. Each Turret can rotate 360 and has a 180 arc of fire. Individually more powerful than the lasers mounted on fighters and have a longer range. Compared to point defense weaponry carried on most starships within the Three Galaxies, the weapon mounts have a longer range.
      Maximum Effective Range: 4,971 miles (8,000 km) in space and 24.85 miles (40 km) in an atmosphere.
      Mega-Damage: 4D6x10 M.D.
      Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
      Payload: Effectively Unlimited
    3. One (1) Long Range Missile Battery: 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). Since star ships will no longer engage at rock throwing distances, 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. Battery can launch on multiple targets each at the same time.
      Maximum Effective Range: Missile range is 3400 miles (5470 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: One at a time or in volleys of 2 or 4 per launcher, per melee attack.
      Payload: 24 long range missiles
  2. Venture II class Corvette:
    1. Three (3) Heavy Point Defense Lasers in Dual Mounts: Venture II mounts three of these heavy mounts. Each Turret can rotate 360 and has a 180 arc of fire. Individually more powerful than the lasers mounted on fighters and have a longer range. Compared to point defense weaponry carried on most starships within the Three Galaxies, the weapon mounts have a longer range.
      Maximum Effective Range: 4,971 miles (8,000 km) in space and 24.85 miles (40 km) in an atmosphere.
      Mega-Damage: 4D6x10 M.D.
      Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
      Payload: Effectively Unlimited
    2. Two (2) Long Range Missile Battery: 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). Since star ships will no longer engage at rock throwing distances, 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. Battery can launch on multiple targets each at the same time.
      Maximum Effective Range: Missile range is 3400 miles (5470 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: One at a time or in volleys of 2 or 4 per launcher, per melee attack.
      Payload: 24 long range missiles each launcher for 48 total
    3. One (1) Cruise Missile Launcher: 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). Since star ships will no longer engage at rock throwing distances, 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.) Cruise missiles have penalties to hit small targets but are all considered smart missiles.
      Maximum Effective Range: 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 does 4D6x100 M.D.C.).
      Rate of Fire: One per launcher per melee attack
      Payload: 4 cruise missiles total
    4. Cruise Missile Pylons (4, Attack Version Only): The attack version of the Venture carries four cruise missiles on external hard points. 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). Since starships will no longer engage at rock throwing distances, 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 dead is at -25% to be detected.) Cruise missiles have penalties to hit small targets but are all missiles are normally considered to be smart missiles. Missiles can be launched on multiple targets simultaneously.
      Maximum Effective Range: Cruise Missiles range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds),
      Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Cruise Anti-Matter warheads inflict 4D6x100 M.D.C. each.)
      Rate of Fire: One at a time or in volleys of two, three, or four missiles.
      Payload: One Cruise missile per hard point for four cruise missiles total
    5. Anti-Missile Decoy Dispenser (2, ECM Versions only): The Corvette is small enough for decoys to be effective and the electronics warfare version of the corvette carries multiple decoys. These decoys are far larger than those carried on fighters. When a missile if fired at the corvette, a decoy can be released to confuse or detonate the enemy's attack. Decoy system works against Phase World missiles although has a -10% penalty against Brilliant missiles.
      Effect:
        01-50 Enemy missile or missile volley detonates on decoy - Missiles are all destroyed.
        51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
        76-00 No effect, missile is still on target.
      Payload: Forty-Eight (48)


Special Systems (ECM Variant of the Venture II Only):


The standard Venture and Venture II carries all the standard equipment of a Phase World corvette including long range sensors and communications (No gravity sensors / communications). The Venture II electronic warfare corvette carries additional jamming and sensor systems.




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CGI / Artwork of starship created by Deathsnake. Picture taken from Wing Commander CIC.


Writeup by Kitsune (E-Mail Kitsune).


Rifts Conversion Copyright © 2006 & 2013, Kitsune. All rights reserved.



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