HAFN Greyhound Class Fast Escort Cruiser:

With the acquisition of the Dragonfly light Fleet Carrier by the HAFN the need also arose for a fast escort cruiser that could keep up with the carriers in FTL flight. None of the cruisers in use by the HAFN at that time could keep up with the new and very fast Dragonfly. The problem was somewhat addressed when the Soyakaze class of corvettes was chosen for duty with the HAFN. These powerful little ships had more than enough speed to keep up with the new carriers, and especially the Escort version was a great addition to carrier groups. But the Soyakazes are not cruisers, and although they are more than capable of fighting fighters, other corvettes and even frigates, they simply are no match for the threat of a cruiser. Which still left the HAFN with a hole in its fleet structure. The Greyhound class fast escort cruiser is the design that the HAFN design bureau came up with to fill this hole.

The first thing that is noticeable about the Greyhound is how large its engine section is for such a sleek and slender ship. Almost the entire last half of the ship widens into a bulbous engine section, which hints at a great turn of speed. If it was not for the large engine section, the Greyhound could be easily mistaken for a light cruiser, or a very heavy frigate. Almost all of the heavy weapons are located on the forward two thirds of the ship, with the two heavy lasers in the nose, the four particle beam cannons in the forward part of the engine section, and the missile launchers and the hangar in-between. The point defense weaponry has been evenly distributed over the whole ship.

The large engines give the Greyhound a turn of speed in both FTL and Sublight which only a century ago would have been unimaginable for a cruiser. The Greyhound is faster than the CAF`s latest cruiser design, the Champion class. Even more impressively, it has a higher sublight acceleration and FTL speed than the Kreeghor's fast attack craft, the Berserker!

Although the ships power plant gives it energy to spare, most of that power is needed for the large engines. As a result of this, and of the experiences with the Kurganov class missile cruiser, it was decided to center the ships armament around missiles. These would provide the ship with a good punch, yet would require little energy. That is not to say that the ship would not carry any beam weapons: Its beam weaponry complement is about equal to that of a Warshield cruiser, yet because it is of modern manufacture the weapons require less power and are somewhat smaller than the weapons of a Warshield.

The main beam weaponry consists of two 20 cm heavy laser cannons in the ships nose, and four heavy particle beam cannons in the sides of the ship. The particle beam cannons are exact copies of the weapons found in the Soyakaze class of corvettes. These weapons were chosen because they use less power than a laser cannon of the same strength, although the lasers have the advantage of better range. Another plus is the fact that there is some good parts commonality with other ships: The particle beam of a Soyakaze can be swapped with that of a Greyhound by any tender or base, and vice versa. The ship has eight GR-1000 railguns, eight light particle beams and six tachyon scatter guns for point defense, a pattern first adopted by New Coventry for its ships, and now standard for all new and updated HAFN capital ships. The missile complement it carries is nothing to laugh about, with four cruise missile launchers for anti-ship use, and four long range missile launchers for added anti-fighter and anti-missile use. Lastly the ship carries six medium range missile batteries for added point defense.

The greyhound carries rather few fighters, powered armors and marines. The huge engines and the missile batteries take up far too much space to include anything like the number of fighters and marines that a Warshield carries. All in all the ship carries only eight medium fighters, 10 Silverhawk attack exoskeletons and 40 marines.

Although the ship is quite capable in its intended role of carrier escort, it does have some drawbacks: It lacks the heavy railguns which would be able to do large damage to ships with the spell "Impervious to Energy", as these weapons would consume inordinate amounts of power for their usefulness, and because there simply was no room left for them. Also the ships crew has very little room to themselves. While this is not as bad as on most corvette designs, it is certainly true that less room is available than on most other cruisers of this size. Another drawback is that the ship does not carry as much armor as one would expect. A advantage that it does have is the fact that the ship is equipped with a battlelink subsystem, which allows it to coordinate its fire control with other ships. This is essentially a system that was stolen from the CAF, so its presence on the Greyhound is not widely known.

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

Model Type: CL-122
Vehicle Type: Fast Escort Cruiser
Crew: 265
Troops: 40 marines, 10 Silverhawk Pilots,

Vehicles:
Power Armors:
10SH-CCW100 Silverhawk Attack ExoSkeleton
Fighter Compliment:
8BIF-67 Katana Starfighters, SF-6 Osprey Starfighters, or SF-101 Black Eagle Starfighters

M.D.C. By Location:
20 cm Main Laser Cannons (2, Front):1,200 each
Heavy Particle Beam Cannons (4):800 each
GR-1000 Gravity Rail Gun Turrets (8):200 each
Point Defense Particle Beam Cannons (8):150 each
Tachyon Scatterguns (6):200 each
Cruise Missile Batteries (4):1,000 each
Long Range Missile Batteries (4):600 each
Medium Range Missile Launchers (6):500 each
Outer Hull (40 ft/ 12.2 m Area):200
Inner Hull (40 ft/ 12.2 m Area):120
[1] Bridge:9,000
[1] Auxiliary Bridge:9,000
Hanger Bay:8,000
[2] Main Engines (2):10,000 each
[3] Main Body:40,000
[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 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% (1,800 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 1.1 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 8 lightyears per hour!
Maximum Range: Effectively Unlimited by either Drive system. Carries about four years worth of supplies on board.

Statistical Data:
Length: 783 feet (235 meters)
Height: 130 feet (39 meters)
Width: 163 feet (49 meters)
Weight: 120,000 tons (108,950 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 8,000 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: 3.2 billion to construct.

WEAPON SYSTEMS:

  1. Two (2) 20 cm Heavy Laser Cannons: These 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. The weapon system cannot be used to engage targets while traveling at FTL velocities. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. The weapon mounts are mounted in the forward area of the ship 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: 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) Heavy Particle Beam Cannons: These particle beam cannons are the same cannons that are found in the new Soyakaze class of corvettes, incluiding the power system and capacitors. Two are located on each side of the ship, and they can rotate 180 degrees in all directions save directly backwards, where they only can rotate to 120 degrees before being blocked by the engine section. The ship wil rotate to fill this gap in its firing field. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Range: 12,000 miles (19,250 Km) in space and 24 miles (38.5 km) in an atmosphere.
    Mega-Damage: 2D6x100 M.D.
    Rate of Fire: Can be fired up to two times in one melee.
    Payload: Effectively Unlimited
  3. Eight (8) 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. 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.
  4. Eight (8) 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. 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.
  5. Six (6) 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.
  6. 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. 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 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 9 reload of missiles (1280 cruise missile reloads total).
  7. 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 (See Phase World Missiles).
    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.
  8. Six (6) 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 1920 medium range missiles

Other Systems:


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Image drawn and copyrighted by Masahisa Suzuki, taken from the artbook Paradise Play..

By Mischa (E-Mail Mischa)
Minor revisions by Kitsune (E-Mail Kitsune).

Copyright © 1999, Mischa. All rights reserved.


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