Sharlin class Tender / Repair Ship (CAF):

The Sharlin is radically different than the previous Button class tender and was designed because the Button class is not very well equipped to make repairs on Scimitar class patrol ships. These ships retain the ability to make major repairs on other class of light ships as well as minor work on cruisers and larger ships. The ships as might be expected are a fair amount larger than the Button class. These ships are still being constructed by the Consortium and these ships are named after famous individuals who have served in the logistics and support branches of the C.C.W. military. The Sharlin is named after a Wolfen engineer that was the director of CAF shipbuilding during their war against the TGE. This ship is sold to independent forces as well as used internally.

The ship is constructed to an unusual set of standards. The hull is of a civilian design but has been reinforced. The ship carries also has light shields. Weapons were not key in the design but the ship does have two long range missile batteries, eight point defense particle beams, and eight mini-missile launchers. The FTL engines are fast due to the fact that these ships are expected to work with fast battlegroups but the sublight engines are relatively slow. If there is a large danger of the ship being attacked, it will be escorted by Cruisers, Destroyers, Frigates, and/or Corvettes. A standard heavy escort consists of one cruisers and four to six lighter ships.

The huge change is in internal layout. The ship has two internal bays large enough to put ships up to the size of Scimitar class patrol ships. The bays are on either side of the ship and make the ship quite a bit wider than a Button class tender. This has saved several ships because the damaged ship could just be docked internally and the Sharlin can just leave the area. It is very possible ships to be built or completely refitted inside of these bays. Several of the refit of Scimitar class patrol ships to the Long Bow configuration have been done in this ship and a few minor navies have constructed most of their navy inside of these ships. In addition to having a bay for ships, the Sharlin class has four bays to refit up to a squadron (12) of small or medium fighters or up to four heavy fighters each bay. The ship does not normally carry fighters on its own but can carry fighters for its own purposes in these bays. The ship has special equipment that allows the ship to make heavy refits to cruisers as well but can only make minor repairs to battleships and carriers. Heavy repairs on these are normally the jobs of the mobile drydocks. The Sharlin has a total of one hundred and forty work shops on board and eight heavy material work areas. This ship carries even more cargo that the Button class and like the older class, most of this cargo is raw material, components, and extra missiles for ships that need to be supplied after being repaired.

This ship has an extensive medical facility and often need to act as repair ships to both the ships and the crews. These are enlarged over the Button class tender but the class does not replace hospital ships. The ship has six state of the art operating rooms, advanced regeneration equipment, cloning banks for replacement limbs and organs, 800 medical beds, and 160 stasis chambers. Because of all this equipment, the ship has a medical staff of 220 medical personnel to support the medical facilities.

This starship design uses modified starship speed and ranges. See Revised Starship Rules for Phase World for more details.

Model Type: AR-1200
Vehicle Type: Tender / Repair Ships
Crew: 1670 total [250 (35 Officers and 215 Ordinary Crew) for ships operation, 1,200 repair personnel, and 220 medical personnel]

Vehicles:
Fighter Compliment:
24Mini-Tugs
48Transient Fighters (Normally to be repaired)
Shuttles:
6Passenger Shuttles (usually used for medical emergencies)
10Cargo Shuttles
Other:
800Repair Drones

M.D.C By Location:
Point Defense Particle Beam Cannons (8):150 each
Long Range Missile Batteries (2):600 each
Mini-Missile Launchers (8):100 each
Outer Hull (40 ft/ 12.2 m Area):125
Inner Hull (40 ft/ 12.2 m Area):100
Ship Repair Bay Doors (2):15,000 each
Fighter Repair Bay Doors (4):6,000 each
[1] Bridge:10,000
[2] Main Engines (2):15,000 each
[3] Main Body:65,000
[4] Variable Force Field:5,000 a side (30,000 Total)

Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships hull. 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 main engines means that ship FTL systems are destroyed and maximum sublight speed is reduced by half.
[3] Depleting the MDC of the main body will put the liner 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% (1,500 MDC) per melee round

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 maximum due to military shields. Star Ship can accelerate/decelerate at the rate of 0.65 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 250 mph (402 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 5 lightyears per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about two years worth of supplies on board for the crew but normally does not operate for that long without resupply

Statistical Data:
Length: 1,650 feet (502.9 meters)
Height: 500 feet (152.4 meters)
Width: 820 feet (249.9 meters)
Weight: 1.21 million tons (1.1 million metric tons)
Power System: Anti-Matter with a 50 year life span
Cargo: Can carry up to 250,000 tons of cargo in addition to crews supplies.
Market Cost: The ship costs 12.5 billion credits to manufacture. When sold to outside interests, the ships are normally sold for half again the manufacturing cost. This means they will normally sell for around 18.5 billion credits.

WEAPON SYSTEMS:

  1. Eight (8) 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.
  2. Two (2) 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.
    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: 1640 total, 320 long range missiles per battery.
  3. Eight (8) 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 1,024 mini-missiles.

[ 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 © 1999, Kitsune. All rights reserved.


Return to Phase World Vehicles