HAFS Yamato Class Battleship:

An older battleship class from previous to the founding of the Consortium of Civilized Worlds. This ship was the heaviest armed ship in the Human Alliance Forces Navy. They were the primary backbone and command ships of the Consortium Armed Forces when it was just forming and many of the ships of this class fought with distinction in the intervening years. These ship were used in the War the C.C.W. fought against the Kreegor empire and even though beginning to be ages at that time, they served well. These ships are still very plentiful in the Three Galaxies. Most of the battleships that are in the hand of mercenary companies are of this ships class. The Consortium Armed Forces have as many of these battleships in mothball as they do Protectors battleship on active service in their navy. Several of this class are even still commissioned in the remains of the Human Alliance Forces Navy and some are serving in some of the Independent Defense Forces.

In appearance, these ships are wedge shaped and are similar to the later C.A.F. Protector and the lines of the Protector can clearly be seen to have evolved from the Yamato class battleship. The ships are slightly wider for their length than Protector battleships are and do not have the sharply pointed bow that marks the Protector.

These ships primary weaponry are six 40 cm particle beams mounted on two turrets and the ships secondary main battery is two turrets with 18 cm particle beams. For support weaponry, the ship carries eight heavy laser cannons. For point defense the ship carries twelve rail guns, twelve laser cannons, and twelve mini-missile launchers. For missile weaponry, the ship has four cruise missile batteries and eight long range missile batteries but each has less launchers than those on a Protector and each launcher is physically slightly larger.

In most of the ships, the fighters have been replaced by newer fighter and vehicle designs but in some of the CAF ships in mothball, the older fighters and vehicles are stored in the hangers. The ship carries fewer troops that a Protector and can drop its troops normally slightly faster. It normally takes from for to six trips to drop off all of the troops.

Yamato class battleships in the service of the Consortium Armed Forces or in mothballs and in service in the Human Alliance Forces Navy are named after famous warships (Both Ocean and Space) not including carriers. Generally these are battleships or their equivalent for the time period. Examples include Yamato, Bismark, Victory, Arizona, and Aurora.

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

Model Type: SB-43
Vehicle Type: Battleship
Crew: 1,680
Troops: 2000

Vehicles: These listing are for modern compliments. Old compliments were similar in number but were of earlier designs. Ship not in the C.A.F. or H.F.N. fleets may have totally different types of vehicles as ships compliment but numbers will be about the same for the various classes of vehicles.
Power Armors & Robots:
40Silver Hawk Power Armors
150Ground Pounder Power Armors
50Bombard Infantry Robots
4Battleram Robots
Fighter Compliment:
12SF-69 CAF Scorpion Star Interceptor
12BIF-67 Katana Star fighters
12SF-6 Osprey Starfighters or SF-101 Black Eagle Star fighters 
Assault Shuttles:
4CAF Assault Shuttles
Tanks & Other Vehicles:
40Phalanx Main Battle Tanks
50Maniple IFV

M.D.C By Location:
Main Particle Beam Batteries (2):4,000 each
Secondary Particle Beam Batteries (2):1,000 each
Heavy Laser Cannons (8):750 each
Point Defense Rail Gun Turrets (12):150 each
Triple Barrel Defense Laser Turrets (12):150 each
Cruise Missile Batteries (4):800 each
Long Range Missile Batteries (8):500 each
Mini-Missile Launchers (12):100 each
Outer Hull (40 ft/ 12.2 m Area):200
Inner Hull (40 ft/ 12.2 m Area):120
[1] Bridge:50,000
[1] Auxiliary Bridge:50,000
Hanger Bay:60,000
[2] Main Engines (4):25,000 each
[3] Main Body:200,000
[4] Variable Force Field:12,000 a side (72,000 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 battleship 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% (3600 MDC) per melee

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 0.75 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 350 mph (563 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: 3,600 feet (1,097 meters)
Height: 550 feet (167.6 meters)
Width: 850 feet (259.1 meters)
Weight: 14 Million Tons (12.7 million Metric 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 400,000 tons of Cargo in addition to standard compliment of supplies and ammunition.
Market Cost: Ship would cost about 40 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships sell for 100+ billion credits because of the rarity of battleships.

WEAPON SYSTEMS:

  1. Main Particle Beam Batteries (2): Mounted along the sides of the hull are two mounts with three 40 cm particle beams on each mount. While these weapons are not quite as powerful as the 40 inch laser batteries on the Protector, they are quite powerful and capable of taking out huge targets. Each battery can fire at up to three different targets or can be combined on one target. These cannons are capable of firing forward to aft and anywere along the side of the ship. The cannons are also capable of 45 degrees up or down. When these weapons are massed, they are capable of taking out cruisers in two blasts.
    Range: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere
    Mega Damage: 1D6x1000 MDC each Particle Beam. All three in a battery can be combined to do 3D6x1000 MDC.
    Rate of fire: Maximum of three (3) times per melee per particle beam.
    Payload: Effectively Unlimited.
  2. Secondary Particle beam batteries (2): These 18 cm particle beams are mounted in the forward area of the ship. Batteries can be fired up to 120 degrees toward the rear on either side (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: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.
    Mega Damage: 3D6x100 MDC each (6D6x100 MDC for both)
    Rate of fire: Maximum of three (3) times per melee per particle beam.
    Payload: Effectively Unlimited.
  3. Eight (8) 12 cm Heavy Laser cannons: Laser cannons are used against frigates and as against heavily reinforced targets. Four are 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. Only two can be fired as one volley.
    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 Two.
    Rate of fire: Maximum of Two (2) times per melee each laser cannon.
    Payload: Effectively Unlimited.
  4. Twelve (12) 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.
  5. Twelve (12) 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
  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. 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 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 24 per launcher, per melee round, for a maximum of 96 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 96 total, 24 cruise missiles per launcher. Ship has 8 reload of missiles (768 cruise missile reloads total).
  7. Eight (8) 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. Batteries can launch on multiple targets each. Batteries have a lower number of actual launchers than the modern CAF long range missile batteries and each launcher is slightly larger in size.
    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 24 per launcher, per melee attack.
    Payload: 1920 total, 240 long range missiles per launcher.
  8. Twelve (12) 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 1536 mini-missiles. Cargo hold has an additional 4608 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.


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By Kitsune (E-Mail Kitsune ).

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