HAFS Everest class Gun Cruiser:

This cruiser design was built by the Human Alliance Forces Navy for close range energy combat and to picket the Kurganov class Missile cruisers. While built in smaller quantities then the missile cruisers, they were still an important design in the fleets. These ships were adopted by the Consortium Armed Forces fleets when formed and were produced by the Consortium of Civilized Worlds until the Warshield cruiser replaced both ship classes. In virtually every military action, these ships could be seen as the battle line protecting the missile ships of the rest of the fleet and in direct support of Yamato class battleships when they entered close range combat. None of these ships are presently serving in the C.A.F. but there still remains ships of this class sitting in the mothball fleet. When the class was discontinued, large numbers of the ships were sold by the C.C.W. and can often be found in mercenary units hands. These ships still serve in the remnants of the Human Alliance Forces Navy and Independent Defense Forces within the C.A.F. The C.AF. is also working on construction of a ship that carries a much larger battery of energy weapons that is effectively a mini battleship in the ships energy weaponry.

This ship class sacrifices missile weaponry for heavier energy weaponry. This allows the starship to carry two 28 cm particle beams as its main weaponry, four 18 cm particle beams for its secondary weaponry, and four 12 cm laser cannons as its support weaponry. For point defense, it is almost as well protected as a Kurganov class cruiser cruiser and has six point defense rail guns, eight point defense laser cannons, and six point mini-missile launcher. The missile batteries are reduced and the ship has no cruise missile launchers. The ships only missile launchers are four long range missile batteries. These launchers are the same model carried on most ships that were commissioned at the time and launchers are bulkier than those carried on a Warshield class crusier.

Depending on when the ship was decommissioned, the fighter compliment could be relatively modern or could be carrying older fighter models. Ships of the class that are not in the C.A.F. Mothball fleet often carry completely different compliments of fighters types. The ship design is not fitted for battleram robots but carries slightly more fighters than a Warshield cruiser to compensate for the ships lack of cruise missiles. The ship also carries more marines than a Warshield because the ship is often used in support of planetary assault landings.

This class of ship was originally named after planets in the Human Alliance. These can be populated planets or unpopulated planets but they normally have either historical or military significance. The same naming convention was used when the ships were built by the C.C.W. but where named after planets anywere within the C.A.F. Everest is the name of a gas giant that a major battle of the early Human Alliance was fought at.

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

Model Type: CA-34
Vehicle Type: Gun Cruiser
Crew: 312 (ship ca be run by 80 crew)
Troops: 120 marines, 15 Silverhawk Pilots,

Vehicles: These listing are for modern compliments. Old compliments were similar in number but were of earlier designs. Ship not in the C.A.F. or H.F.N. fleets may have totally different types of vehicles as ships compliment but numbers will be about the same for the various classes of vehicles.
Power Armors & Robots:
15SH-CCW100 Silverhawk Attack ExoSkeleton
Fighter Compliment:
8SF-69 CAF Scorpion Star Interceptor
8BIF-67 Katana Starfighters, SF-6 Osprey Starfighters, or SF-101 Black Eagle Starfighters

M.D.C By Location:
Main Particle Beam Batteries (2):1,500 each
Secondary Particle Beam Batteries (4):1,200 each
Support Heavy Laser Cannons (4):750 each
Point Defense Rail Gun Turrets (6):150 each
Triple Barrel Defense Laser Turrets (8):150 each
Long Range Missile Batteries (4):500 each
Mini-Missile Launchers (6):100 each
Outer Hull (40 ft/ 12.2 m Area):150
Inner Hull (40 ft/ 12.2 m Area):100
[1] Bridge:10,000
[1] Auxiliary Bridge:10,000
Hanger Bay:12,000
[2] Main Engines (2):15,000 each
[3] Main Body:40,000
[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 0.8 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 400 mph (644 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 3.5 lightyears per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about four years worth of supplies on board.

Statistical Data:
Length: 720 feet (219.5 meters)
Height: 280 feet (85.3 meters)
Width: 450 feet (137.2 meters)
Weight/Mass: 185,000 Tons (168,000 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: Ship would cost about 2.1 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships sell for 4.3 to 6.4 billion credits.

WEAPON SYSTEMS:

  1. Main Particle Beam Batteries (2): In the front of the ship are two 28 cm particle beam cannons. These can be fired forward 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.
    Range: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.
    Mega Damage: 1D4x1000 MDC each (Both can be linked for 2D4x1000 MDC for both)
    Rate of fire: Maximum of three (3) times per melee per particle beam.
    Payload: Effectively Unlimited.
  2. Secondary Particle Beam Batteries (4): These 18 cm particle beams 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 two cannons 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. Only two cannons can be fired as one volley.
    Range: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.
    Mega Damage: 3D6x100 MDC each (Two can be linked for 6D6x100 MDC for both)
    Rate of fire: Maximum of three (3) times per melee per particle beam.
    Payload: Effectively Unlimited.
  3. Four (4) 12 cm Heavy Laser cannons: Laser cannons are used against frigates and as against heavily reinforced targets. Two are located on either side of ship. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Only two cannons can 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 or 4D6x100 for two.
    Rate of fire: Maximum of Two (2) times per melee each laser cannon.
    Payload: Effectively Unlimited.
  4. Six (6) Rail Guns: Unlike most of the rail guns used on Phase World Starships, these are standard electromagnetic rail guns. They are 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 15 mm depleted uranium projectiles.
    Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.
    Mega-Damage: 80 round burst does 3D6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: 16,000 Rounds (200 Bursts) each cannon.
  5. Eight (8) 2 cm Point Defense Lasers in Double Mounts: used as an anti-Starfighter and missile weapon. Each laser turret can rotate 360 and has a 180 arc of fire.
    Range: 2.5 miles (4 km) miles through atmosphere and 250 miles (40.2 km) in space.
    Mega-Damage: 2D6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: Effectively Unlimited
  6. Four (4) Long Range Missile Launchers: 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. Batteries have a lower number of actual launchers than the modern CAF long range missile batteries and each individual launcher is slightly larger in size.
    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 24 per launcher, per melee attack.
    Payload: 960 total, 240 long range missiles per launcher.
  7. Six (6) 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. Cargo hold has an additional 3,072 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.


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