HAFN Soyakaze class Mine Sweeper:

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, the second was a Mine Sweeper. The Mine sweeper is supposed to defeat all three kinds of mine platforms in the Three Galaxies, and have a good chance at survival.

There are three basic classes of mines in the Three Galaxies. These are missile platforms, energy weapon platforms, and simple mines. The first two are very self explanatory and the third type are almost short range missiles with heavy warheads themselves. For these reasons, point defense and comparatively short range but very power sensor systems are the most important systems for a minesweeper. All the heavy weaponry is stripped from the ship and long range sensors are reduce to the point that the ship has long range sensor capacity only equal to civilian sensor system levels. The particle beam is replaced by a sensor array that includes radar, neutrino sensors, gravitic sensors, and tachyon based sensors. The system has a range of only about 3 million kilometers but gives better reading in a narrow cone than the sensors mounted in a battleship have. For weapon systems, all systems have all been modified to strike smaller targets, and the removal of the particle beam and its capacitors also allowed for a slight increase in the ships Shield system.

In appearance the ship is virtually equal to the Escort version of the Soyakaze, but it is quite clear that the Particle Beam array has been replaced with a powerful sensor suite. The sublight performance of the ship is slightly lower than that of the Assault version, and equal to that of the Escort version.

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

Model Type: CSY MK XXIC
Vehicle Type: Heavy Mine Sweeper
Crew: 23 (4 officers)

M.D.C. By Location:
Central Sensor Suite (Front, built into hull):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:1,100 a side (6,600 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: 4800 tons (4352 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 520 million credits to manufacture. Earlier versions are for sale, although the MK XXIC is not.

WEAPON SYSTEMS:

  1. 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.
  2. 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 Tachyons 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.
  3. Two (2) Long Range Missile Launchers: The ships main anti mine systems, these are usually loaded with the heaviest warheads available. 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.
    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.
  4. 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.

Sensor System of Note:


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Minor revisions by Kitsune (E-Mail Kitsune).

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