HAFN Soyakaze class Heavy Escort Corvette:

When the HAFN adopted the new Soyakaze class corvette, they also asked Kuan-Yin Shipyards if several variants could be build. The first of these would be a escort corvette, which would serve as a highly mobile defensive platform for defending other ships, be they Military ships or civilian.

As the main defense would be focused towards defeating missiles and fighters, it was decided to replace the Cruise missile launcher with two Long Range Missile launchers. This would give the ship the ability to cover a large area with its fire, and it would be able to put out volleys of missiles big enough to give pause to entire squadrons of fighters. Because the assault role was less important, the Capacitors for the Particle beam cannon were replaced with smaller ones, lowering the rate of fire for this weapon, but allowing for more LRM`s to be carried.

In appearance the ship is virtually equal to the Assault version of the Soyakaze, and only a careful inspection of the missile launcher housing will show that two LRM launchers reside there, and not one Cruise Missile launcher. The sublight performance of the ship is slightly lower than that of the Assault version, mainly from the extra weight of the second missile launcher, and the extra large magazine.

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

Model Type: CSY MK XXIB
Vehicle Type: Heavy Escort Corvette
Crew: 23 (4 officers)

M.D.C. By Location:
Heavy Particle Beam Cannon:800
GR-1000 Gravity Rail Gun turrets (4):400 each
Tachyon Scatter Gun Turret (3):400 each
Long Range Missile Battery (2):600 each
Mini-Missile Launchers (6):120 each
[1] Bridge:1,100
[2] Main Body:4,200
[3] Variable Force Field:1,000 a side (6,000 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 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% (300 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 Mach 4, 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 6.0 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about nine months worth of supplies on board.

Statistical Data:
Length: 312 feet (93.6 meters)
Height: 215 feet (64.6 meters)
Width: 72 feet (21.6 meters)
Weight: 4900 tons (4443 metric tons)
Power System: Anti-matter with a 50 year life span.
Cargo: Small cargo hold that allows for carrying up to 40 tons of Cargo in addition to standard compliment of supplies and ammunition.
Market Cost: Ships cost 500 million credits to manufacture. Earlier versions are for sale, although the MK XXIB is not.

WEAPON SYSTEMS:

  1. One (1) Heavy Particle Beam Cannon: The particle beam cannon is a redesigned version of the particle beams that are on a Hunter Destroyer with the same range and slightly better beam output. It uses as much power as the original particle beam and has a more efficient smaller capacitor, allowing the particle beam to fire as often as the system on a Hunter. The cannon is located in a recessed bay in the ships bow.
    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 once per melee
    Payload: Effectively Unlimited
  2. Four (4) GR-1000 Large Gravity Rail Gun Turrets: 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.
  3. Three (3) Tachyon Scatter Guns: The main purpose of this system is as an anti-missile point defense. They do this by firing 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) that can destroy whole volleys of missiles before the strike the ship. This system has an interesting property that the system can actually be used at FTL speeds because Tachyon travel faster than the speed of light. Each Tachyon Scatter Gun is in a Turret that can rotate 360 and has a 180 arc of fire, with one turret on top of the corvette, and one on each lower side.
    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.
  4. Two (2) 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. Many of these missiles are of the multiple warhead configuration, for the engagement of many targets at the same time. Batteries 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: 360 total, 180 long range missiles per launcher.
  5. 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 768 mini-missiles. Cargo hold has an additional 768 mini-missiles. Reloading launchers from cargo hold takes 1D6 minutes.


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Image drawn and copyrighted by Roman Kochnev (r_kochnev@hotmail.com) .
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By Mischa (E-Mail Mischa)
Minor revisions by Kitsune (E-Mail Kitsune).

Copyright © 1999, Mischa. All rights reserved.


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