Kilrathi Hha'ifra class Dreadnought / Fleet Carrier (Wing Commander):
The Hha'ifra class dreadnought was the newest Kilrathi vessels during the early Twenty-Six Sixties. The ships is believed to have been built as a counter for the Confederation-class dreadnoughts and the Hha'ifra design could be considered a near-perfect fusion of fleet attack carrier with the Kilrathi's preferred heavily armored battleship design.
It boasted an impressive fighter compliment, over one hundred and twenty fighters, and mounted an extremely heavy battery as well. Carrying a heavier battery than most cruisers, the ship mounts a total of six anti-matter cannons and eight anti-ship torpedo launchers. Shields were more powerful than those carried on the Snakeir II fleet carrier although only lightly armored. Like the Snakeir II class, the Hha'ifra class only had limited support for the embarked fighters with most repairs taking place onboard stations or ground based facilities.
Bring the most powerful vessel in the Kilrathi arsenal during the Twenty-Six Sixties, it was the carrier that every Broadsword pilot wanted to take down. It was common knowledge that the Kilrathi First Fleet of the Claw, the elite Imperial Guard, preferred using these dreadnoughts as their flagships while the other "inferior" fleets used the mainstay Snakeir II fleet carrier. Never built in as large numbers as the mainstay Kilrathi carrier, the majority of these existing dreadnoughts were destroyed in an ambush at the Battle of Vukar Tag and all surviving ships of the class has been retired in favor of the new Hakaga and H'varkann class of warships.
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: Hha'ifra class Dreadnought
Vehicle Type: Dreadnought / Fleet Carrier
Crew: 4,450 (250 Officers and 4,200 Enlisted)
Troops / Passengers: 280 fighter pilots.
Vehicles:
Fighter Compliment:
40 | Light Starfighters (Normally Sartha Light Starfighters) | |
40 | Medium Starfighters (Normally Drakhri Medium Starfighters) | |
32 | Heavy Starfighters (Normally Jalkehi Heavy Starfighter) | |
16 | Heavy Fighter / Bombers (Normally Grikath Heavy Fighter / Bomber) |
24 | Assault Shuttles |
M.D.C. By Location:
Anti-Matter Guns (6): | 2,000 each | |
Heavy Laser Cannon Turrets (10): | 300 each | |
Light Point Defense Mass Drivers (12): | 120 each | |
Cruise Missile Launchers (8): | 500 each | |
Hanger Bays (2): | 5,500 each | |
[1] Main Bridge: | 5,000 | |
[1] Auxiliary Bridge: | 5,000 | |
[2] Engineering section: | 14,000 | |
Main Engines (2): | 8,000 each | |
[3] Main Body: | 28,500 | |
[4] Variable Force Field: | 4,000 per side (24,000 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 have an auxiliary
bridge. Even if the bridges are 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 carrier 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% (1,200 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. Star Ship can accelerate/decelerate
at the rate of 0.30 percent of light per melee.
Atmospheric Propulsion: The dreadnought / heavy carrier cannot
operate within an atmosphere. If the ship enters an atmosphere, it will
crash.
Stardrive: The dreadnought / heavy carrier 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
heavy carrier scoops from space to fuel the jump engine.
Maximum Range: Effectively Unlimited by either drive system.
The dreadnought / carrier has about four years worth of supplies on board.
Statistical Data:
Length: 2,788.7 feet (850 meters)
Height: 1,066.3 feet (325 meters) for hull
Width: 2,132.5 feet (650 meter)
Weight: 71,650 Tons (65,000 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 5,000 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. Ships officers have more space for personal
items. Most of the ships spaces are take up by extra ammunition, armor,
troops, weapons, engine, and other equipment.
Market Cost: The Hha'ifra class Dreadnought costs around 30
billion credits to manufacture not including fighter compliment. Fighter
compliment cost approximately 3.5 billion credits.
WEAPON SYSTEMS:
- Six (6) Anti-Matter Cannon Mount: Weapons are mounted the
front and sides of the ship and are the main anti-ship weaponry of the
carrier. Weapons can angle up to forty degrees to the sides and above and
bellow the ship. The anti-matter cannons are extremely powerful and inflict
heavy damage to other capital ships. The weapon is not designed to target
fighters and has standard penalties against fighters and other small targets.
Maximum Effective Range: 8699.2 miles (14,000 km) in space and 43.5 miles (70 km) in an atmosphere.
Mega-Damage: 2D6x100 M.D.
Rate of Fire: Four per melee
Payload: Effectively Unlimited - Ten (10) Heavy Point Defense Lasers in Dual Mounts: Ten total
on top, bottom, port, and starboard side. All can fire forward and aft.
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. - Twelve (12) Light Point Defense mass Driver in Single Mounts:
Twelve total on top, bottom, port, and starboard side. All can fire forward
and aft. Each Turret can rotate 360 and has a 180 arc of fire. Weapon is
equal to standard fighter mass driver mounts except has a higher payload.
Compared to most point defense weaponry carried on most starships within
the Three Galaxies, the weapon mounts have a longer range.
Maximum Effective Range: 1,242.7 miles (2000 km) in space and 6.21 miles (10 km) in an atmosphere.
Mega Damage: 2D6x10 per 20 round burst.
Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
Payload: 20,000 Rounds (1000 Bursts) per cannon - Eight (8) Cruise Missile Launchers: 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: 32 cruise missiles total (4 each launcher)
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CGI / Artwork of starship created by Red Baron. Picture taken from Wing Commander CIC.
Writeup by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 2007 & 2013, Kitsune. All rights reserved.