HMS Horatio Nelson modified Kurganov class Missile Cruiser:

The Kurganov class cruiser has been serving since before the formation of the Consortium of Civilized worlds and although it can be expected to be in service for a long time to come, the design has simply become dated. A huge amount of the Human Alliance navy ships are of this class and this creates a weakness in their fleet even though the ships are still pretty effective. There had been various nebulous plans to upgrade the class but no concrete plans were laid until a Kurganov class cruiser was captured by the New Coventry Captain Mayfair from the hands of pirates. New Coventry shipbuilding decided that upgrading the ship would be much less expensive than it would be to construct another cruiser and that the ship still had a lot of life left in it. New Coventry has not actually completed the refitting but Human Alliance Forces division of shipbuilding has already approached New Coventry for the plans for the upgrade. After a lengthy discussion, New Coventry has provided the plans for the upgrade but at a relatively steep cost. It will cost 2 more Kurganov class cruisers at half cost as well as New Coventry has a contract to complete some of the upgrades of the missile cruisers. The first ship of the modified class is named after Admiral Horatio Nelson who defeated the Spanish in the battle of Trafalgar.

The upgrade to the ship is very extensive and includes virtually all systems. The two main exceptions are the engines and main hull. To upgrade the engines, the ship would have to have even more extensive reconstruction than is to be completed and be very expensive. The ships FTL and sublight and FTL speeds are not bad when compared to many newer classes so it not really needed. The hull could only be moderately upgraded so it was left unchanged as costing more than desired although stress cracks are to be repaired where needed. The entire computer systems have upgraded by a more powerful computer system adapted from a Warshield class Cruiser and the sensor system has been upgraded as well. Along with this upgrades, the automation has been increased which allows for about a ten percent reduction in ships crew. All these upgrades are window dressing for the most important upgrade, this is weapon systems. All weapons systems have been replaced and upgraded. The key to the ships weaponry has always been the missile launchers and both have been replaced by more modern launchers. The payload is a little less than some newer ships due to magazine space. The ships will also normally carry twelve pepperbox launchers when in service with New Coventry. The mini-missile launchers have been replaced by medium range missile launchers. This gives point defense a much better defensive range although the number of missiles has been reduced. The two heavy particle beams have been replaced by powerful laser cannon mounts. While they have a slower rate of fire, they inflict more damage and have a longer range than the particle beams they replace. The direct fire point defense weaponry has been replaced by six GR-1000 gravity rail guns, six point defense particle beams, and four tachyon scatterguns. This is similar was has been done on other ships in the New Coventry fleet and is quite effective.

While the crew has been reduced, the number of marines is identical to the original ships. On ships in service with New Coventry, all marines are in Combat Environment Power Armor except for those in Silverhawks but on Human Alliance ships, the troops will mostly be equipped the same way their are in a normal Kurganov class Cruiser. The same concept will likely also hold with the fighters. On Human Alliance ships, the fighter organization will be the same as on a Kurganov but New Coventry changes that layout.

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

Model Type: CL-23 (FRAM I)
Vehicle Type: Missile Cruiser
Crew: 265
Troops: 80 marines, 10 Silverhawk Pilots,

Vehicles: For the H.F.N. uses the standard numbers from the Kurganov class.
Power Armors:
80Combat Environment Power Armors
10SH-CCW100 Silverhawk Attack ExoSkeleton
Fighter Compliment:
8CSF-4 Badger class Light Interceptors.
2SF-101LR Black Eagle medium fighter
2SF-101I-LR Storm Eagle medium interceptor
4BIF-67 Katana fighter ship

M.D.C By Location:
20 cm Main Laser Cannons (2, Front):1,200 each
GR-1000 Gravity Rail Gun Turrets (6):200 each
Point Defense Particle Beam Cannons (6):150 each
Tachyon Scatterguns (4):200 each
Cruise Missile Batteries (4):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:8,000
[1] Auxiliary Bridge:8,000
Hanger Bay:10,000
[2] Main Engines (2):10,000 each
[3] Main Body:35,000
[4] Variable Force Field:4,000 a side (24,000 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 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% (1200 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. Star Ship can accelerate/decelerate at the rate of 0.95 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 450 mph (724 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 4 lightyears per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about four years worth of supplies on board.

Statistical Data:
Length: 500 feet (152.4 meters)
Height: 350 feet (106.7 meters)
Width: 600 feet (182.9 meters)
Weight: 145,000 tons (131,700 metric tons)
Power System: Anti-Matter with a 25 year life span
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 4,000 tons of Cargo in addition to standard compliment of supplies and ammunition.
Market Cost: An unmodified Kurganov would would cost about 1.8 billion credits to manufacture in present time in the Three Galaxies. Upgrades cost 1.4 billion credits and if the ship was constructed new it would cost about 2.6 billion credits.

WEAPON SYSTEMS:

  1. Two (2) 20 cm Heavy Laser Cannons: These Cannons replace the particle beams 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 30 degrees horizontally or vertically.
    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. Six (6) GR1000 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.
    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.
  3. Six (6) Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense. Each Particle Beam is in a Turret that can rotate 360 and has a 180 arc of fire.
    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.
  4. Four (4) 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.
  5. 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 6 reload of missiles (768 cruise missile reloads total).
  6. 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. Each battery 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 (See Phase World Missiles).
    Mega-Damage & Properties: See phase world missile chart (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: 960 total, 240 long range missiles per launcher.
  7. 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. Each Battery can launch on multiple targets.
    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 1240 medium range missiles


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