HAFS Rosetta class Gun Cruiser:

The Human Alliance Forces Navy is well though of by their C.A.F. counterparts but the ships they are using are getting old and need to be either upgraded or replaced by more modern ships. Many different ideas have been presented but none was ever implemented and fleet was getting out of date slowly. The planet of New Coventry has a recent reputation of technical achievement and when one of the New Coventry ship captain captured a Kurganov class cruiser from pirates. After using the ship to help with some local troubles, them immediately designed and upgrade and began upgrading the ship. The design impressed the H.A.F.N. Leadership and they purchased the plans for the upgrade and gave a contract to New Coventry to upgrade some of the Kurganovs. At the same time, they also asked New Coventry Shipbuilding to come up with a plan for upgrading the Everest class. They also asked their own engineers but New Coventry Engineers plans were finished first. This was mostly because New Coventry has more experience with upgrading ships in recent years. Along with the fees for the upgrade plans, several Everest class cruisers will be upgraded in New Coventry shipyards. While this is occurring, New Coventry has no plans to purchase any Everest class gun cruisers because they feel their Warsprite class can d the job and have four cruise missile batteries as well.

The actually fleet size under the command of the Human Alliance is about a quarter of the total amount of tonnage of ships as the Consortium Armed Forces do. These hold across types of ships, the Human Alliance Navy has about one quarter of the total tonnage in cruisers as the Human Alliance. This also holds in both active and mothball fleets as well. Some ships in mothballs have been hardly in operation and all their systems are in excellent shape. The present plan is to start with the ships in the Mothball Fleet and upgrade all the ships that are in good condition. Any ships in either the mothball and active fleet are in poor shape will either be sold or scrapped. It is estimated that this will be able to keep that active fleet at 100% of present level but the mothball fleet at only about have of present levels after all upgrades are finished. The selling or scrapping of the other should pay for a good percentage of the upgrades to the fleet. This plan will in all likely hood take between five and ten years to complete. The first of the Everest cruisers planned to be upgraded is the HFS Rosetta. It is named after a planet that scientists discovered artifacts from a race that far predates humans and it is believe that the culture existed almost one billion years ago. The ship was only eight years old when it was put in the mothball fleet and is considered in the best condition of any of the Everest class. The engines started right up for its long trip to be refitted and the ship is presently sitting in New Coventry dock number eight. It is expected to leave the yard in about four months followed by twelve other upgraded gun cruisers about two months later from other shipyards.

Because these ships are expected to enter direct combat more often than the Kurganovs are, increases in both the armor and shields was more important than it was for the missile cruise class. The ship armor was also easier to replace than it was for the Kurganov. The ships armor belts was removed and replaced by belts that are constructed from stronger alloys. The shields were replaced by a more powerful generator system. This was likely one of the hardest upgrade because the systems are deep inside the ship. Between the two additions, the ship can withstand a good amount of abuse more than it could originallly but the ship is still not as tough as the new Champion class heavy cruiser constructed by the Consortium. The engines would have been too expensive and too dificult to upgrade and so they were not upgraded along with other ship systems. As a result the ship is a bit on the slow slide in both FTL and sublight speeds when compared to newer ship classes and the Kurganov class. This could me that for tactical or strategic reasons, the Kurganov class missile cruisers may be forced to operate independently. All computer and sensor systems have been upgraded with more modern systems. This increases senor ranges and the ships ability to process data. Weapon systems were all upgraded as well. The particle beam batteries have been removed from the ship and have been replaced by powerful laser cannons. These inflict more damage and have a longer range but have a slower rate of fire. One problem was that the ships would sometimes run into other ships that are impervious to energy weapons. For this reason, two of the 12 cm laser cannons have been replaced by heavy anti-ship rail guns. The anti-fighter weaponry was altered into the same layout as most New Coventry ships carry. The ship has a total of four GR-1000 heavy rail guns, six point defense particle beams, and four tachyon scatterguns. The long range missile launchers were replaced by more modern and higher capacity launchers. The mini-missile launcher were replaced by four medium range missile launchers. Some of the ships cargo capacity had to be cut to store the extra ammunition for the missile launchers. As a final feature, these ships will most likely carry sixteen pepperbox launchers which will gives the ship the ability to throw 64 cruise missiles in an initial firing.

Fighter and troop numbers have not been changed but the crew has been reduced by the addition of more automation. Fighter compliments are to be replaced by newer fighters as the ships are upgraded.

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

Model Type: CA-34 (FRAM I)
Vehicle Type: Gun Cruiser
Crew: 282 (ship can be run by 80 crew)
Troops: 120 marines, 15 Silverhawk Pilots,

Vehicles:
Power Armors & Robots:
15SH-CCW100 Silverhawk Attack ExoSkeleton
Fighter Compliment:
8SF-69 CAF Scorpion Star Interceptor
2SF-101LR Black Eagle medium fighter
2SF-101I-LR Storm Eagle medium interceptor
4BIF-67 Katana fighter ship

M.D.C By Location:
Main 30 cm Main Laser Cannons (2):1,500 each
Secondary 20 cm Main Laser Cannons (4, Sides)::1,200 each
Support Heavy Laser Cannons (2):800 each
8 cm G-cannon Turrets (2):800 each
GR-1000 Gravity Rail Gun Turrets (4):200 each
Point Defense Particle Beam Cannons (6):150 each
Tachyon Scatterguns (4):200 each
Long Range Missile Batteries (4):600 each
Medium Range Missile Launchers (4):500 each
Outer Hull (40 ft/ 12.2 m Area):175
Inner Hull (40 ft/ 12.2 m Area):100
[1] Bridge:12,000
[1] Auxiliary Bridge:12,000
Hanger Bay:20,000
[2] Main Engines (2):20,000 each
[3] Main Body:50,000
[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% (1800 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 2,000 tons of Cargo in addition to standard compliment of supplies and ammunition.
Market Cost: An unmodified Everest would cost about 2.1 billion credits to manufacture in present time in the Three Galaxies. Upgrades cost 1.2 billion credits and if the ship was constructed new it would cost about 2.8 billion credits.

WEAPON SYSTEMS:

  1. Two (2) 30 cm Main Heavy Laser Cannons: In the front of the ship are two 30 cm laser cannons. 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. 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. 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: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an atmosphere.
    Mega Damage: 2D4x1000 MDC each and two can be combined for a total of 4D4x1000.
    Rate of fire: Maximum of Two (2) times per melee per cannon.
    Payload: Effectively Unlimited.
  2. Four (4) 20 cm Secondary Heavy Laser Cannons: These Cannons are mounted in the sides of the ship 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 60 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 two can be combined for a total of 2D4x1000.
    Rate of fire: Maximum of Two (2) times per melee per cannon.
    Payload: Effectively Unlimited.
  3. Two (2) 8 cm Heavy Rail Guns: Used as one of the ships secondary batteries and replace two of the 12 cm heavy laser cannons. 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. Rail gun projectile speed is 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).
  4. Two (2) 12 cm Heavy Laser cannons: Laser cannons are used against frigates and as against heavily reinforced targets. One is 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.
    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 both
    Rate of fire: Maximum of Two (2) times per melee each laser cannon.
    Payload: Effectively Unlimited.
  5. Four (4) 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.
  6. 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.
  7. 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.
  8. 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.
    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: 960 total, 240 long range missiles per launcher.
  9. 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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