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:
12SH-CCW100 Silverhawk Attack ExoSkeleton
Fighter Compliment:
12SF-69 CAF Scorpion Star Interceptor
6BIF-67 Katana Fighters, SF-101 Black Eagle Fighters, and/or SF-101IStorm Eagle Fighters
2CAF 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:

  1. 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.
  2. 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.
  3. 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.
  4. 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).
  5. 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.
  6. 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.
  7. 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).
  8. 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.
  9. 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:


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By Kitsune (E-Mail Kitsune ).

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