Champion class Heavy Cruiser:
This ship design is a possible replacement for the Warshield cruiser
that has served proudly in the CAF fleet for several centuries. The CAF
has no plans on decommissioning the Warshield class cruiser anytime soon
but instead plans on using the Champion heavy cruiser supplement the Warshields.
This ship, while having a better missile battery than a old Everest class
heavy cruiser, carries a powerful heavy energy battery and is designed
to engage other ships with beam weaponry more frequently than a Warshield
class. The ship also carries improved systems and was more advanced than
any other large scale ship class in the CAF at the time of initial production.
There have only been a small number of these cruisers constructed at present
but the plans are for this ship class to slowly replace the Warshield cruiser
as new production. The naming of individual ships in the class is not fully
clears but that pattern so far has been to name ships after famous historic
ships especially cruisers. The ship is considerably more expensive than
the Warshield class cruiser but the ships improved performance support
the increased cost of the cruiser. The ship is powerful enough to be able
to likely be able to stand against a non grazer armed battleship or battlecruiser
for a limited period of time.
The ship general design is patterned off of a Warshield cruiser and
looks at long range like a large Warshield. At a much closer range, all
the cannon mounts look different and there are considerable differences
in the ships appearance. This is because the Warshield hull design is practical,
efficient, and it also allowed for the speeding up of the designing of
the cruiser.
The ships engines are a special new engine model, they give very high
performance yet are about 20% smaller than earlier mounts that gave the
same performance. The ship has a slightly faster sublight acceleration
than a Warshield class cruiser and can travel at a full seven light years
per hour using FTL propulsion. As can be imagined, these engines take up
a large amount of space on the Champion. Since the ship design is not streamlined,
the ship has poor atmospheric performance similar to the smaller Warshield.
The ship has more armor than the Warshield and has stronger shielding.
Both of there improvements were necessary because the ship is expected
to engage in close range combat often. This ship is considerably larger
than a Warshield class cruiser but most of the ship extra hull is to fit
the much the much heavier energy battery. This ship carries a new weapon
system known as Grasers as the ships main battery. Grasers are Gamma Radiation
Lasers. These weapons are both more powerful and longer ranged than lasers
of the same mount class are. The ship has a total of ten Graser mounts,
two of the heavy 30 cm size, two of the slightly smaller 25 cm size, and
six of 15 cm size. Grasers have not been developed into a point defense
or smaller scale weapon as of yet. For targets that energy weapons are
not effective against, the ship carries 6 heavy mass drivers. Unlike the
heavy G-Cannon turrets on the Warshield Cruiser and Protector Battleship,
the cannon fires a single large projectile. The new cannon design does
far greater damage but the rate of fire of the weapon is limited to four
projectiles per melee. For missile battery, the ship uses the same missile
battery that the Warshield class cruiser uses. This means that the ship
is vastly better at a missile duel than the old Everest class heavy cruiser
was but not as capable as the Kurganov class is. Recently, one Consortium
Admiral stated that the Champion class Cruiser would be excellent if paired
with New Coventry Warspite class heavy cruisers due to the New Coventry's
ships heavy missile batteries. The ship has improved point defense over
a Warshield cruiser. The Champion uses the same type of weapon mounts but
the amount of point defense weaponry has been increased. The ship has a
total of twelve point defense gravity rail guns, twelve point defense particle
beams, and twelve mini missile launchers. There is some discussion of replacing
the light rail guns with the much heavier GR-1000 Rail guns. All Champion
class cruisers carry the slave unit for the battle link system. Only about
half of all Warshield class cruisers carry the system although all recent
production Warshields carry the system.
The ship carries slightly more fighters in the ships hanger bay with
an additional squadron of Scorpion light starfighters. While two Battleram
robot were included in the original design, the battleram robot was removed
from the ship design during construction because it was finally decided
that they were of limited use and the ship carries two Proctor class heavy
starfighters in the Battleram's place. The ship carries a total of two
heavy starfighters, one squadrons of medium starfighters, and two squadrons
of light starfighters. The ship also carries 120 marines on board for special
missions and shipboard defense with 12 in silverhawk power armor.
This starship design uses modified starship speed and ranges. See
Revised
Starship Rules for Phase World for more details.
Model Type: CA-122
Vehicle Type: Heavy Cruiser
Crew: 400 (42 Officers, 378 enlisted)
Troops: 120 Marines (Typically 60 stay on board for ship defense),
52 fighter pilots, 12 silverhawk pilots, and can carry up to 25 passengers
in addition.
Vehicle, Robots, and Power Armors:
Power Armors:
| 12 | SH-CCW100 Silverhawk Attack ExoSkeleton |
Fighter Compliment:
| 12 | SF-69 CAF Scorpion Star Interceptor |
| 6 | BIF-67 Katana Fighters, SF-101 Black Eagle Fighters, and/or SF-101IStorm Eagle Fighters |
| 2 | CAF LRF-25 Proctor Heavy Fighters |
M.D.C. By Location:
| 30 cm Main Graser Cannons (2, Front): | 3,000 each |
| 25 cm Secondary Graser Cannons (2, Sides): | 1,500 each |
| 15 cm Support Graser Cannons (6, top and bottom): | 1,000 each |
| Heavy Mass Drivers (6, 2 forward and 2 on each side): | 1,200 each |
| Point Defense Gravity Rail Guns (12): | 200 each |
| Point Defense Particle Beam Cannons (12): | 150 each |
| Cruise Missile Batteries (2): | 1,000 each |
| Long Range Missile Batteries (4): | 600 each |
| Mini Missile Launchers (12): | 100 each |
| Outer Hull (40 ft/ 12.2 m Area): | 200 |
| Inner Hull (40 ft/ 12.2 m Area): | 125 |
| [1] Bridge: | 15,000 |
| [1] Secondary Bridge: | 15,000 |
| Hanger Bay: | 20,000 |
| [2] Main Engines (2): | 20,000 each |
| [3] Main Body: | 75,000 |
| [4] Variable Force Field: | 8,000 a side (48,000 Total) |
Notes:
[1] In reality this is how much damage needs to be done for a weapon
to hit the bridge through the ships 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 ship FTL propulsion systems
are destroyed and maximum sublight speed is reduced by half.
[3] Depleting the MDC 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% (2400 MDC)
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 0.9 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 extended
atmospheric use.
Stardrive: Uses a Gravitonic Drive system that allows the ship
to reach a maximum of 7 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system.
Carries about three years worth of supplies on board.
Statistical Data:
Length: 950 feet (290 meters)
Height: 250 feet (76.2 meters)
Width: 300 feet (91.4 meters)
Mass/Weight: 276,000 Tons (250,000 metric tons)
Power System: Anti-Matter with a 50 year life span. The ship
normally only goes 10 years between refueling and refitting.
Cargo: Cargo holds are scattered about the ship that allows
for carrying up to 20,000 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: 4 billion to construct. No ships of this design
have ever been put on sale on the market by the CAF.
WEAPON SYSTEMS:
- Two (2) 30 cm Heavy Graser Cannons:
Graser cannons use focused
gamma radiation and are very powerful. The weapon mounts have about a 25%
increase in both range and damage over standard laser cannons of the same
size. The weapon mounts are mounted in the forward area of the ship 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. These cannons are capable
of destroying frigates in one hit and are capable of badly damaging larger
ships as well. Weapon has standard penalties to hit fighters and small
targets for a large starship weaponry. The weapon system cannot be used
to engage targets while traveling at FTL velocities.
Range: 150,000 miles (241,000 km) in space and 150 miles (241
km) in an atmosphere.
Mega Damage: 2D6x1000 MDC each and both can be combined for
a total of 4D6x1000.
Rate of fire: Maximum of Two (2) times per melee per cannon.
Payload: Effectively Unlimited.
- Two (2) 25 cm Heavy Graser Cannons:
Graser cannons use focused
gamma radiation and are very powerful. The weapon mounts have about a 25%
increase in both range and damage over standard laser cannons of the same
size. These mounts are slightly less powerful than the main battery but
are quite powerful and any ship caught in the cannons fire will regret
the situation very quickly. Like the main battery, these cannons are capable
of destroying frigates in one hit or quickly crippling heavier vessels.
The cannons are mounted in the sides of the ship. Batteries can be fired
up to 180 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 45 degree angle up or down. Weapon has standard
penalties to hit fighters and small targets for a large starship weaponry.
The weapon system cannot be used to engage targets while traveling at FTL
velocities.
Range: 125,000 miles (201,000 km) in space and 125 miles (201
km) in an atmosphere.
Mega Damage: 1D6x1000 MDC each and both can be combined for
a total of 2D6x1000.
Rate of fire: Maximum of Two (2) times per melee per cannon.
Payload: Effectively Unlimited.
- Six (6) 15 cm Graser Cannons:
Graser cannons use focused
gamma radiation and are very powerful. The weapon mounts have about a 25%
increase in both range and damage over standard laser cannons of the same
size. These cannons are the support battery of the ship and while quite
powerful, they do not have the incredible firepower of the main battery
except when fired together. Three cannons are mounted on the top of the
ship and three cannons are mounted on the bottom of the ship. Batteries
can be fired up to 180 degrees toward the rear on either side and can fire
at a 90 degree angle up or down. Weapon has standard penalties to hit fighters
and small targets for a large starship weaponry. The weapon system cannot
be used to engage targets while traveling at FTL velocities.
Range: 20,000 miles (32,200 km) in space and 20 miles (32.2
km) in an atmosphere.
Mega Damage: 3D6x100 MDC each, two can be combined for a total
of 6D6x100, and three may be combined for a total of 9D6x100
Rate of fire: Maximum of Two (2) times per melee per cannon.
Payload: Effectively Unlimited.
- Six (6) 20 cm Heavy Mass Drivers:
This weapon replaced the
heavy G-Cannon turrets because the G-Cannons did not inflict enough damage
on targets and when ships are against other ships that had the spell impervious
to energy, the problem was a severe handicap. The cannon fire a single
large bolt on high tensile strength MDC material at the target. The projectile
is not explosive but has several tons of mass. Each mass driver is mounted
in a special turrets that are partially recessed into the ships hull. The
turrets have a limited firing. Each has a 30 degree arc of fire. Two mounts
are in the front of the ship and two mounts are on the sides of the ship.
The ship will make radical side turns to allow the side launchers to fire
forward if on a direct aproach to the target. The weapon has standard penalties
to hit small targets like missiles and starfighters. These projectiles
can be used against unmoving targets beyond the weapons normal range when
used in space but suffers the same penalties that normal missiles do. The
weapon system cannot be used to engage targets while traveling at FTL velocities.
Range: 10,000 miles (16,100 km), range is 10 miles (16.1 km)
in an atmosphere
Mega Damage: 2D6x100+200 MDC each (optional rule is that cannon
gets a critical on a natural 18, 19, or 20 due to its high penetration).
Rate of fire: Maximum of four per melee.
Payload: 100 projectiles for each mass driver (600 total).
- Twelve (12) Point Defense Rail Guns:
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 launchers at close to the speed of light. Cannon
uses a 20 mm projectile. The weapon system cannot be used to engage targets
while traveling at FTL velocities.
Range: 2 miles (3.2 km) through atmosphere and 200 miles (320
km) in space.
Mega-Damage: 20 round burst does 2D4x10 M.D.
Rate of Fire: Equal to the combined hand to hand attacks of
the Gunner (usually 4 or 5).
Payload: 10,000 Rounds (500 Bursts) each cannon.
- Twelve (12) Point Defense Particle Beams:
These weapons are
used for anti-missile, anti-power armor, and anti-star fighter defense.
The weapon system cannot be used to engage targets while traveling at FTL
velocities.
Range: 600 miles (960 km) in space and range is 6 miles (9.6
km) in atmosphere.
Mega Damage: 3D6x10 MDC each.
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- 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). Since star ships will no
longer engage at rock throwing distances, whether weapons can be shot down
is calculated from the speed of target, launching starship, and missile.
When drive goes dead, missile will still cruise 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 at -25% to detect.) See Modified starship rules for more details,
Cruise missiles have standard penalties hit small targets but are all considered
smart missiles. These batteries are standard CAF batteries. Batteries can
launch on multiple targets each at the same time.
Range: Missile range is 8000 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
Phase World
Missiles (Anti-Matter does 4D6x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 16, or 32
per launcher, per melee round, for a maximum of 64 missiles per melee.
Launchers are reloaded on the same melee and can be fired again on the
next.
Payload: 64 total, 32 cruise missiles per battery. Ship has
10 reload of missiles (640 cruise missile reloads total).
- 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). 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 still cruise 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 dead at -25% to detect.)
Long range missiles do not have minuses to hit small targets unlike cruise
missiles and are all considered smart missiles. Batteries can launch on
multiple targets each at the same time.
Range: Missile range is 3400 miles (5470 km) in an atmosphere
and 1,800,000 miles (2,89700 km/9.7 light seconds) in space.
Mega-Damage & Properties: See
Phase World
Missiles (Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 16, or 32
per launcher, per melee attack.
Payload: 1280 total, 320 long range missiles per battery.
- Twelve (12) 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.
Mega-Damage: varies with mini-missile type (See
Phase World Missiles).
Range: Missile range is 2 miles (3.2 km) in an atmosphere and
100 miles (161 km) in space
Rate of fire: Can fire missiles one at a time or in volleys
of 4 or 8 missiles
Payload: 128 per launcher for a total of 1,536 mini-missiles.
Cargo hold has an additional 3,072 mini-missile. Reloading launchers from
cargo hold takes 1D6 minutes.
Other Systems:
- Battlelink Control Slave System: The Secondary Battlelink computer
provides the Champion with the ability to share targeting data with other
capital ships , as long as one ship (Normally a battleship) carries a master
unit, in the area, which provides all ships participating in the link with
improved targeting solutions and hit chances, both for their point defense,
as well as their capital weapon systems. For more information regarding
the Battlelink, go to
Phase World Battle Link.
[ Phase World TM, Kreeghor TM, and CAF are trademarks owned by
Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune ).
Copyright © 1998 & 1999, Kitsune. All rights reserved.