Black Prince modified Warshield Class Cruiser:

In the past, when the New Coventry Navy has purchased or gained a Warshield class cruiser, they have heavily modified the ship before they recommissioned the ship and allowed the ship to enter their service. The modifications are extensive enough that the ship are called by many people a different class, the Black Prince class cruiser. New Coventry does not plan to purchase any more ships of the Warshield class because CCW government sells them for three times construction cost and that makes them prohibitively expensive. Instead, they plan to build more Warspite class heavy cruisers because they can just about build two of the larger cruisers for the purchase price of a Warshield Class cruiser would be from the Consortium itself.

The modifications include both the vehicle compliment and the weapon systems. The mini missile launchers are stripped from the design and are replaced by a combination of both medium range missile launcher and tachyon scatterguns. Both tests and combat operations have indicated that this combination is far more effective at point defense than the mini missile launchers are. The point defense rail guns are replaced by a more powerful and longer ranged rail gun that uses the same ammo as the rail guns on most fighters and the point defense rail guns used on all of the other New Coventry capital ships. All other shipboard weapon systems, such as heavy missile launchers and heavy lasers, are retained unmodified. The ship normally carries twelve pepper box launchers on the exterior of the starship to increase its initial cruise missile launch firepower. The shields on the ship are slightly more powerful than those carried on a standard Warshield although the hull remains unmodified. All of these modifications makes the Black Prince far more dangerous than a standard Warshield class cruiser.

Virtually all New Coventry admirals all consider the Battleram robot to be useless and they have been replaced by Spitfire class heavy starfighters and hangers have been modified to carry them. The Spitfire make excellent long range scouts and as escorts when destroyers are not available. Other than this, the fighter wing remains essentially the same although the plan is to replace all medium fighters with the newly developed Lightning class medium starfighter. The Silverhawk power armors are also retained but the remainder of the marines are equipped as standard New Coventry Marines in Combat Environment Power Armor. This possible due to the fact that the Combat Environment Power Armor takes very little extra space when compared to a standard set of heavy body armor.

In physical appearance, it is very hard to tell the difference between a standard Warshield class cruiser and a Black Prince class cruiser. The only way is to take a careful look at the smaller weapon mounts on the ship. The fire control emissions, the shield strength, and contra-grav drive pattern are also slightly different.

The Black Prince was New Coventry's only large capital ship except for the Ark Royal, an escort carrier, until New Coventry built their own shipyards and was New Coventry's fleet flagship. The ship was also a standard Warshield until the ship was modified soon after the first of the shipyard was completed. The modification were both used for a template for the Warspite class heavy cruiser and the later acquired and modified Warshield were also refitted the same way. New Coventry was able to get in trade for an intact and captured UFO attack ship a total of three additional Warshield class cruisers. These were named the Iron Duke, Crown Princess, and Vanguard. The UFO attack ship was captured by HMS Wolfhound, a super hunter class destroyer and then Lieutenant Commander Terry Cindy Mayfair was command of the hunter. The final ship of the class, HMS Courageous, was captured from pirates by the HMS Wolfhound and Commander Mayfair. The ship is legally New Coventry property because of prize ship laws although many members of the C.C.W. council were in disagreement. After extensive repairs and refits, the ship entered the New Coventry fleet under Captain Mayfair's command.

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

Model Type: SC-55B
Vehicle Type: Light Cruiser
Crew: 280 (22 Officers, 258 enlisted)
Troops: 80 Marines (Typically 40 stay on board for ship defense), 48 fighter pilots, 10 silverhawk pilots, and can carry up to 40 passengers in addition to standard military personnel (often an admiral and staff when the ship is acting as a flagship)

Vehicle, Robots, and Power Armors:
Power Armors:
80Combat Environment Power Armors
10SH-CCW100 Silverhawk Attack ExoSkeleton
Fighter Compliment:
6CSF-4 Badger class Light Interceptors.
2SF-101LR Black Eagle medium fighter
2SF-101I-LR Storm Eagle medium interceptor
2BIF-67 Katana fighter ship
2CMS-1X Spitfire Heavy Modular Starfighter

M.D.C. By Location:
20 cm Main Laser Cannons (2, Front):1,200 each
12 cm Heavy Laser Cannons (4):800 each
8 cm G-cannon Turrets (4):800 each
GR-1000 Gravity Rail Gun Turrets (8):200 each
Point Defense Particle Beam Cannons (8):150 each
Tachyon Scatterguns (8):200 each
Cruise Missile Batteries (2):1,000 each
Long Range Missile Batteries (4):600 each
Medium Range Missile Launchers (4):500 each
Outer Hull (40 ft/ 12.2 m Area):150
Inner Hull (40 ft/ 12.2 m Area):100
[1] Bridge:10,000
[1] Secondary Bridge:10,000
Hanger Bay:12,000
[2] Main Engines (2):12,000 each
[3] Main Body:45,000
[4] Variable Force Field:6,000 a side (36,000 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 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 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% (1800 MDC) per melee rounds

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 0.85 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 atmospheric flight
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 5 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about three years worth of supplies on board.

Statistical Data:
Length: 600 feet (182 meters)
Height: 120 feet (36.5 meters)
Width: 200 feet (61 meters)
Weight/Mass: 100,000 tons (90,800 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 10,000 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: 2.8 billion to construct and refit. No ships of this modified design have ever been put on sale on the market but can be recreated.

WEAPON SYSTEMS:

  1. Two (2) 20 cm Heavy Laser Cannons: Cannons are located on the front of the starship and are used as anti-capital ship weapons and can take out frigates in one shot and can do large amounts of damage to bases or larger starships. The Laser cannons can be combined together or each one used separately. They cannot be used faster than the speed of light. Weapon has standard penalties to hit fighters and small targets for a large gun. The barrels can be fired either forward or behind and can be rotated 60 degrees horizontally or vertically. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Range: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an atmosphere.
    Mega Damage: 1D4x1000 MDC each and can be combined for a total of 2D4x1000.
    Rate of fire: Maximum of Two (2) times per melee per cannon.
    Payload: Effectively Unlimited..
  2. Four (4) 8 cm Heavy Rail Guns: Used as one of the ships secondary batteries. They are used against targets that are impervious to energy as well. System can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee) and can rotate 180 degrees. Rail gun projectile speed is considered to be close to the speed of light. 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: 1D4x100 MDC per 80 round burst each.
    Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
    Payload: 32,000 rounds each (400 bursts).
  3. Four (4) 12 cm Heavy Laser cannons: Used as one of the ships secondary batteries. All the 12 cm laser cannons on a side may be combined as one attack or used separately. The weapon system cannot be used to engage targets while traveling at FTL velocities. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Up to two may be fired as one volley.
    Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
    Mega Damage: 2D6x100 MDC each. Two laser cannons can be combined for 4D6x100 Mega Damage.
    Rate of fire: Maximum of Two (2) times per melee each.
    Payload: Effectively Unlimited.
  4. Eight (8) GR-1000 Large 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 30 mm projectile. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
    Mega-Damage: 40 round burst does 4d6x10 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.
  5. Eight (8) 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.
  6. Eight (8) Tachyon Scatter Guns: The weapon systems main purpose is anti missile point defense.. Fires a wide blast that effects all targets in a cone 6.2 miles long and 3.1 miles wide in an atmosphere (Quadrupled in space). They CAN be used faster than the speed of light because Tachyons travel faster than the speed of light.
    Range: 24.8 miles (40 km) with a width of 12.4 miles (20 km), range and width is one quarter in atmosphere.
    Mega Damage: 2D4x10 MDC each.
    Rate of fire: Maximum of four (4) times per melee each.
    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 minuses to 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 launcher. Ship has 10 reload of missiles (640 cruise missiles 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 launcher.
  9. Four (4) Medium Range Missile Batteries: Weapon system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Like other Phase world systems, weapon system range and speed has been greatly increased compared to Rifts Earth systems. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Batteries can launch on multiple targets each at the same time.
    Mega-Damage: varies with medium range missile type (See Phase World Missiles).
    Range: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space
    Rate of fire: Can fire missiles one at a time or in volleys of 2, 4, 8, or 16 missiles per launcher.
    Payload: 320 per launcher for a total of 1280 medium range missiles.

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By Kitsune (E-Mail Kitsune ).

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