Paladin Class Battleship (CCW):
With the invention of the grazer as a shipboard capital ship mount,
The Consortium Armed Forces need a battleship class to carry the new weapon
systems. Various different ship classes were proposed but most designs
were very expensive and the Protector class battleship were not that old
a ship class to be decommissioned. The CAF decided to take the Protector
class and modify them to carry the new weapon systems. The Bureau of Ships
decided to use this opportunity and repair several problems with the ship
class at the same time. The end result is a ship that is better defended
and carries more fighters for ship defense. The ships mission and roles
remaining virtually identical. The first Protector class battleship that
was refitted was the CFS Paladin. The plan is to slowly refit all Protector
class battleships to the same configuration as the CFS Paladin.
The ships shield, armor, sensors, and propulsion systems remain unchanged.
To replace or upgrade the systems would have cost more that the Consortium
of Civilized Worlds wished to spend on their modified Battleships.
The most major change is in the ships weapon systems. The Primary and
Secondary laser batteries have been replaced by grazer mounts. The heavy
laser cannons have been replaced by Grazer mounts as well. Grazers are
Gamma Radiation Lasers. These weapons are more powerful and longer ranged
than lasers of the same mount class. Because of the occasional encounters
with enemy ships that cannot be effected bu energy weapons, the ship carries
a more powerful projectile mount the ship carries 8 heavy mass drivers
instead of the four heavy gravity rail guns. Unlike the gravity rail guns,
the mass driver 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. The ship retains the same number of cruise
and long range missile launchers that the standard Protector battleship
has. The point defense of the ship has been upgraded when compared to a
standard protector. The ship has twenty four point defense particle beams,
twenty four point defense rail guns, and twenty point defense mini missile
launchers.
Much of the increased weapon systems are from the decreasing of marines
and marine equipment. The ship only have about one third of the marines
and marine equipment carried on the original Protector class battleship.
While this has decreased the ability of the ship to make planetary assaults,
this increased the amount of ships space that could be devoted to weapon
systems. This has also increased the number of fighters the ship could
carry allowing the ship to be better defended against fighter attacks.
The Six Battleram Robots have been replaced by Proctor class heavy fighters
because of the greater abilities of the heavy fighter. The ship retains
the six "Star Ghost" Phase Ships (see Rifts Phase World, page 162) but
in most fighter classes, the number of fighters have been doubled. Due
to the increased weapon systems, the ships crew has been increased.
This starship design uses modified starship speed and ranges.
See Revised
Starship Rules for Phase World for more details
Model Type: SB-87E
Class: Strategic Combat Starship
Crew: 1,670 (70 officers and 1600 enlisted)
Troop Capacity: 1,000 Marines (Typically 250 stay on board for
ship defense), 120 fighter pilots, 96 silverhawk pilots, and can carry
up to 200 passengers in addition.
Vehicles:
Power Armors & Robots:
| 96 | Silver Hawk Power Armors |
| 120 | Ground Pounder Power Armors |
Fighter Compliment:
| 24 | SF-69 CAF Scorpion Star Interceptor |
| 24 | BIF-67 Katana Star fighters |
| 24 | SF-101 Black Eagle Star fighters |
| 6 | Star Ghost Starfighters |
| 6 | CAF LRF-25 Proctor Long Range Star Fighters |
Assault Shuttles:
Tanks & Other Vehicles:
| 12 | Phalanx Main Battle Tanks |
| 20 | Maniple IFV |
M.D.C. by Location:
| 100 cm Main Grazer Batteries (2 - Each has 2 cannons): | 6,000 each |
| 28 cm Secondary Grazer Cannons (2): | 1,500 each |
| 15 cm Support Grazer Cannons (8): | 1,000 each |
| Heavy Mass Drivers (8): | 1,200 each |
| Cruise Missile Batteries (4): | 1,000 each |
| Long-Range Missile Batteries (8): | 600 each |
| Gravity Auto-cannons (24): | 200 each |
| Particle Beam Cannons (24): | 150 each |
| Mini-Missile Launchers (20): | 100 each |
| Outer Hull Section (40 ft/12.2 m area): | 200 |
| Inner Hull Section (40 ft/12.2 m area): | 120 |
| [1] Main Bridge: | 60,000 |
| [1] Auxiliary Bridge: | 60,000 |
| [1] Flag Bridge: | 60,000 |
| [2] Main Body: | 250,000 |
| Hangar Bay: | 75,000 |
| [3] Main Engines (2, top and bottom of the rear 1 /3 of the ship): | 60,000 each |
| [4] Variable Force Fields: | 15,000 on each side (90,000 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 both an auxiliary
bridge and a flag bridge. Even if all three 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] Depleting the MDC of the main body will put the battleship out
of commission. All internal systems will shut down, including life support
and internal gravity. The ship itself will be an unsalvageable floating
wreck.
[3] Destroying the main engines eliminates FTL systems and reduces
maximum sublight speed by half.
[4] Shields positions can be varied and all could be combined in one
shield. Shields regenerate at the rate of 5% (4500 MDC) 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 0.9 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 350 mph (563 kph),
can enter an atmosphere and can leave but is not designed for atmospheric
flight
Star Drive: Gravitonic drive; maximum speed: 6 light years per
hour.
Range: Carries enough life support and supplies for two years
of uninterrupted travel. This could be stretched to four years in an emergency.
Typical patrol missions lasts six months to one year.
Statistical Data:
Height: 600 feet (183 meters)
Width: 800 feet (244 meters)
Length: 4,000 feet (1,220 meters)
Mass/Weight: 15 million tons (13.6 million metic tons) fully
loaded, plus up to 500,000 tons of additional cargo.
Cargo: Cargo Hold can hold up to 500,000 tons of additional
material.
Power System: Anti-matter; average energy life is 50 years.
Market Cost: The modifications to the Protector class cost 10
billion credits. The standard Protector class battleship costs 20 billion
credits to construct. The ship is not for sale outside the Consortium Armed
Forces (The ship will not even be sold to CCW member worlds)
Weapon Systems:
- Main Grazer Batteries (2):
Two 100 cm grazer cannons are in
each battery (four guns total). Each battery can fire at two different
targets or combine both attacks in a devastating double blast that will
take out most ships. By firing combined blasts, they can core a planetoid
with a few shots. 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. They cannot be used faster than the speed of light. Weapon
has standard penalties to hit fighters and small targets for a large gun.
Mega-Damage: 3D6x1,000 for a single blast, or 6D6x1,000 for
a double blast (both guns in the battery engaging the same target).
Effective Range: 150,000 miles (241,000 km) in space and 150
miles (241 km) in an atmosphere.
Rate of Fire: Each cannon can fire up to two times per melee
round (Battleship has 4 cannons so ship can fire a total of 8 single shots
from the main battery
Payload: Effectively unlimited.
- Two (2) 28 cm Heavy Grazer Cannons:
Grazer 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.
Range: 125,000 miles (201,000 km) in space and 125 miles (201
km) in an atmosphere.
Mega Damage: 2D4x1000 MDC each and both can be combined for
a total of 4D4x1000.
Rate of fire: Maximum of Two (2) times per melee per cannon.
Payload: Effectively Unlimited.
- Eight (8) 15 cm Grazer Cannons:
Grazer 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. 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.
Range: 20,000 miles (32,200 km) in space and 20 miles (32.2
km) in an atmosphere.
Mega Damage: 3D6x100 MDC each or two can be combined for a total
of 6D6x100.
Rate of fire: Maximum of Two (2) times per melee per cannon.
Payload: Effectively Unlimited.
- Eight (8) 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.
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 (800 total).
- Twenty Four (24) 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.
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.
- Twenty Four (24) Point Defense Particle Beams:
These weapons
are used for anti-missile, anti-power armor, and anti-star fighter defense.
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.
- Four (4) 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 minuses to hit small targets but are all considered
smart missiles. This launcher is a standard CAF launcher. Launchers can
launch on multiple targets each.
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 128 missiles per melee.
Launchers are reloaded on the same melee and can be fired again on the
next.
Payload: 128 total, 32 cruise missiles per launcher. Ship has
20 reload of missiles (2560 cruise missile reloads total)
- Eight (8) 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. Launchers can launch on
multiple targets each.
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: 2560 total, 320 long range missiles per launcher.
- Twenty (20) 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).
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 2,560 mini-missiles.
Cargo hold has an additional 2,560 mini-missile. Reloading launchers from
cargo hold takes 1D6 minutes.
Other Systems:
- Battlelink Main Control System: The Main Battlelink computer provides
the Paladin with the ability to share targeting data with other capital ships
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.
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Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
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By Kitsune (E-Mail Kitsune ).
Copyright © 1999, Kitsune. All rights reserved.