HAFS Ferret class Missile Corvette:

This starship design is best described as the Human Alliance Forces Navy version of the Kreegor Berserker class attack ship. The ships were first produced as an emergency combatant during their first war with a major intersteller power. Even though the design was rushed, the ship has proven that it's worth its weight in battle. These corvettes were used by the C.A.F. in many of the major battles but have since been replaced for the most part by Scimitar class Frigates, Hunter class destroyers, and Proctor class heavy fighters. The navy is trying to get a new class of light frigate constructed in service of the C.A.F. that has the heavy cruise missile launching ability of the Ferret class corvette. A few of these ships sit in mothballs as well and this is the first design the Admiralty plans to activate if a major war erupts. The ships are the largest number of ships in Human Alliance Forces Navy and can be found in various mercenary fleets. Because of the ships age and the scarcity of repair parts many of these ships are simply hulks.

The ships were designed as expendable missile launching platforms. The means that the ships were constructed to minimize construction cost while giving the ship as many launchers as feasible. As a result, this ship design has no beam weapons other than point defense weaponry. The ship carries a battery of twenty four cruise missile launchers for missile launchers but only has 2 reloads for the launchers. The ship has good point defense for the ships size so it can fight other ships in missile duels. The ship carries two rail guns, two laser cannons, and four mini missile launchers.

These corvettes carry no fighters and no troops.

The Human Alliance Forces Navy and the Consortium Armed Forces have not given these ships names. Some crews have given their ships names and many of the ships in the service of Independent Forces and outside of the Consortium of Civilized Worlds have been given names.

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

Model Type: FFL-04
Vehicle Type: Missile Corvette
Crew: 16 (2 officers)

M.D.C By Location:
Point Defense Rail Gun Turrets (2):150 each
Triple Barrel Defense Laser Turrets (2):150 each
Cruise Missile Battery:800
Mini-Missile Launchers (4):100 each
[1] Bridge:800
[2] Main Body:2,000
[3] Variable Force Field:800 a side (4,800 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 does not have an auxiliary bridge. Even if the bridges 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] Depleting the MDC of the main body will put the corvette 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% (240 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 50 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.9 percent of light per melee.
Atmospheric Propulsion: Maximum speed is Mach 2, can enter an atmosphere because flight system is by contra grav.
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 3.5 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about one year worth of supplies on board.

Statistical Data:
Length: 115 feet (35.1 meters)
Height: 220 feet (67.1 meters)
Width: 80 feet (24.4 meters)
Weight: 1800 tons (1632.9 metric tons)
Power System: Fusion with a 25 year life span (fusion was far cheaper than anti-matter)
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 100 tons of Cargo in addition to standard compliment of supplies and ammunition.
Market Cost: Ship would cost about 300 Million credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. These ships normally sell for 200 to 400 million credits.

WEAPON SYSTEMS:

  1. Two (2) 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.
  2. Two (2) 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.
  3. Cruise Missile Battery: 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. Batteries can launch on multiple targets each. Batteries have a lower number of actual launchers than the modern CAF cruise missile batteries and each launcher is slightly larger in size.
    Range: Missile range is 8,000 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 24. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 24 cruise missiles per battery. Ship has 2 reload of missiles (72 cruise missiles total)
  4. Four (4) 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 512 mini-missiles. Cargo hold has an additional 512 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.

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