New Coventry Orbital Defense Fortresses:

New Coventry has built four orbital defense fortresses to defend their planet. They are designed with the ability to fight and defeat ships the size and firepower of a Kreegor Dreadnought. Each fortress took New Coventry five years to construct and are incredibly expensive to build although they are far cheaper than a comparable starship because they have no conventional or FTL propulsion. In appearance, the station is in the shape of a cross with a tower sticking out of both the top and bottom on the cental area

On each of the arms are six docks that can dock ships up to the size of Invincible class light fleet carriers and the station can resupply and be supplied itself via these docks . With the exception of point defense weaponry, all the weaponry is mounted axially because the station has the ability to rotate quickly in combat.

The Fortress is well defended, it is armed with eight cruise missile launchers, sixteen long range missile launchers, thirty two medium range missile launchers, sixteen super heavy laser cannons, eight heavy laser cannons, eight heavy gravity rail guns, thirty two point defense particle beams, thirty two point defense gravity rail guns, and sixteen tachyon scatterguns. The station has very heavy shields and very heavy armor. The station also has more fighters than a Packmaster carrier carries.

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

Model Type: ODF-S1
Vehicle Type: Orbital Defense Fortress
Crew: 3425
Troops: 4,000 Marines, 2,000 fighter pilots, and 1,000 silverhawk pilots.

Vehicles:
Power Armors:
4000Combat Environment Power Armors
1000SH-CCW100 Silverhawk Attack ExoSkeleton
Fighter Compliment:
400CSF-4 Badger class Light Interceptors.
75SF-101LR Black Eagle medium fighter
75SF-101I-LR Storm Eagle medium interceptor
150BIF-67 Katana fighter ship
50CMS-1X Spitfire Heavy Modular Starfighter
50Naruni Starsplitter Class Star Bombers

M.D.C By Location:
Super Heavy Laser Cannons (16):1200 each
Heavy Gravity Rail Guns (8):800 each
Heavy Laser Cannons (8):800 each
Point Defense Rail guns (32):300 each
Point Defense Particle Beams (32):200 each
Tachyon Scatterguns (4):300 each
Cruise Missile Launchers (8):1,000 each
Long Range Missile Launchers (16):600 each
Medium Range Missile Launchers (32):500 each
Outer Hull (40 ft/ 12.2 m Area):250
Inner Hull (40 ft/ 12.2 m Area):200
[1] Bridge:60,000
[1] Auxiliary Bridge One:60,000
[1] Auxiliary Bridge Two:60,000
[2] Main Body:500,000
[3] Variable Force Field:15,000 a side (90,000 Total)
Hanger Bays (8):20,000 each
Docking mounts (16):5,000 each

Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the stations armor. This ship also has two auxiliary bridges. Even if both bridges are taken out, the station can still be piloted from engineering area 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 station 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] 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:
Does not move; however, the station has Station keeping Contra-Grav thrusters and can rotate rapidly so it can bring all weapon mounts to bear in all directions necessary. Contra-Grav Thrusters allows the station to increase its rotate at the rate of  9 degrees per melee. It takes 10 minutes to get station rotation up to 360 degrees per melee. This is normally the maximum the station will rotate at.

Statistical Data:
Length: 3,750 feet (1,143 m) for central area and 10,200 feet (3,110 m) for full station
Height: 5,100 feet (1555 m)
Width: 3,750 feet (1,143 m) for central area and 10,200 feet (3,110 m) for full station
Weight: 150 million tons
Power System: Anti-Matter with a 80 year life span
Cargo: Cargo holds are scattered about the station that allows for the storage of up to 40 million tons of Cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 25 billion credits to build

WEAPON SYSTEMS:

  1. Sixteen (16) 20 cm Super Heavy Laser Cannons: These weapon systems are located just above and below the arms that the Docking Pylons are on. Without ships docked, each cannon can fire out from the center and can rotate to either side or straight up or straight down. If the station is spinning, all cannons should be able to be fired on one target but if the station is not rotating, the station can fire up to 12 cannons to one side and up to 8 cannons either directly up or down. The cannons are a copy of those from a Warshield class cruiser. They 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. Up to two laser cannons can be combined together or each one used separately. Weapon has standard minuses to hit fighters and small targets for a large gun.
    Range: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an atmosphere.
    Mega Damage: 1D4x1000 MDC each and two can be combined for a total of 2D4x1000.
    Rate of fire: Maximum of Two (2) times per melee per cannon.
    Payload: Effectively Unlimited..
  2. Eight (8) 8 cm Heavy Rail Guns: There are two located on the ends of the arms that the docking pylons are on. If the station is spinning, all rail guns should be able to be fired on one target but if the station is not rotating, up to 6 of the cannons can be fired to either side and all eight can be fired either directly up or down. Used as one of the ships secondary batteries and 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.. Unclear by Palladium Books writeup is the weapons speed. In order to make weapon useful, Rail gun projectile speed should be considered to be close to the speed of light.
    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. Eight (8) 12 cm Heavy Laser cannons: Four of the cannons are located on each the top and bottom structure of the central area. If the station is spinning, all cannons should be able to be fired on one target but if the station is not rotating, the station can fire up to 6 cannons to one side and up to 4 cannons either directly up or down. Used as the ships secondary energy batteries. All the 12 cm laser cannons on a side may be combined as one attack or used separately. They cannot be used faster than the speed of light. 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 can be combined for 4D6x100 Mega Damage.
    Rate of fire: Maximum of Two (2) times per melee each.
    Payload: Effectively Unlimited..
  4. Thirty Two (32) 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.
  5. Thirty Two (32) 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.
  6. Sixteen (16) 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. Eight (8) Cruise Missile Launchers: All cruise missile launchers are mounted on the centerline between the arms. Because the launchers have far less rotational ability, the ability to launch missiles in all directions compared to the projectile and beam weapons. If the station is rotating, generally this is not a problem and all launchers can fire in any direction but if the station is stationary, a maximum of four launchers can be fired to the sides and no launchers can be fired either up or down. 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 256 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 256 total, 32 cruise missiles per launcher. Station has 20 reload of missiles for each launcher (5120 cruise missiles total)
  8. Sixteen (16) Long Range Missile Launchers: One of the launchers are mounted on each the arms firing upwards and one is mounted on each of the outriggers to fire downwards for at total of eight. Four are located on the top and bottom central towers firing to the sides. The station is designed to have four fire towards the top and four fire down to protect those sides. If the station is spinning, eight can fire to either side. If the station is not spinning, a maximum of four can be fired to either side. 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: 10240 total, 640 long range missiles per launcher.
  9. Thirty Two (32) Medium Range Missile Launchers: Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Normally used for anti-fighter and point defense. Launchers can launch on multiple targets each.
    Mega-Damage: 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: 640 per launcher for a total of 20480 medium range missiles

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Image created and copyrighted by Dieter Ludmann (dieter.ludmann@inka.de) .
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By Kitsune (E-Mail Kitsune ).

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