Rockcastle class Monitor:

Monitors are ships that are about the same size of a heavy cruisers yet pack more firepower due to the fact that they have low endurance compared to cruisers, pack less engines, and do not have FTL drive systems. This space is used for heavier weaponry and more armor. The history of the monitor is pretty interesting. When coal fired steam ships on the oceans were a new advancement, the Northern States of United States on Earth constructed a very slow ship with heavy armor and two heavy guns. This ship was the U.S.S. Monitor. As time went on, the ship class called Monitor evolved into a few different classes of ships but all designs were designed for coastal use with heavy guns and heavy armor. When classes of starships were being names, in most cases old naval terms were being used. Because the monitor fit quite well in the terms of a heavily armed inter system ship.

Many systems cannot afford cruisers or other FTL capable ships so they purchase monitors. Due to the reduced mobility of Monitors, the systems than can afford cruisers will purchase them instead. These ships are either constructed in system, ship on large ships, or shipped in parts and assembled in system. The Rockcastle class Monitor is an older monitor design based on old Human Alliance cruiser designs. The original manufacture has been long out of business although the design is still reproduced. More modern monitors replace the weaponry with new weapon systems but the basic hull design is the same. As time goes on, more and more of the manufacturing facilities for the old type monitor are upgrading to produce the upgraded design.

The Monitor carries four large (28 cm) particle beams which is supported by four lighter anti-capital lasers. In later versions of this ship the particle beams have been replaced by longer ranged lasers and the lighter lasers have been replaced by heavy rail guns. Point defense is pretty good although not equal to modern standards. The ship has six point defense rail guns, six point defense lasers, and four point defense mini-missile launchers. Several different upgrades have been done to more modern monitors. Some include simple upgrades on the weapon systems and some include weapons that fire a wide spray. The ship carries two old style cruise missile launchers and four long range cruise missile launchers. These launchers have been upgraded to larger capacity launchers in later ships of the class. The shield are pretty powerful but are bulky compared to more modern units. More modern units can output about 20% more power.

Because they are operated within friendly systems, they do not carry fighters or marines because they are expected to come from the planets that they are protected. In some cases, they may be escorted by cargo ships that fill the roll of carrier or troop transport. More modern versions have been able to reduce the ships crew by a small amount using increased automation.

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

Model Type: MA-22
Vehicle Type: Monitor
Crew: 344 (ship can be run by 75 crew-members)
Troops: None
Vehicles: None

M.D.C. By Location:
Main Particle Beam Batteries (4):1,500 each
Support Heavy Laser Cannons (4):750 each
Point Defense Rail Gun Turrets (6):150 each
Triple Barrel Defense Laser Turrets (6):150 each
Cruise Missile Batteries (2):800 each
Long Range Missile Batteries (4):500 each
Mini-Missile Launchers (4):100 each
Outer Hull (40 ft/ 12.2 m Area):150
Inner Hull (40 ft/ 12.2 m Area):100
[1] Bridge:12,000
[1] Auxiliary Bridge:12,000
[2] Main Engines (2):15,000 each
[3] Main Body:55,000
[4] Variable Force Field:5,000 a side (30,000 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 Monitor 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% (1,500 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 0.6 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: The Ship carries no Stardrive.
Maximum Range: Effectively Unlimited by either Drive system. Carries about one year worth of supplies on board.

Statistical Data:
Length: 810 feet (246.9 meters)
Height: 260 feet (79.2 meters)
Width: 430 feet (131.1 meters)
Weight/Mass: 210,000 Tons (190,500 tons)
Power System: Advanced Fusion with a 25 year life span
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 1,000 tons of Cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 1.3 billion credits. Upgraded versions will range from 1.5 to 2.2 Billion credits

WEAPON SYSTEMS:

  1. Main Particle Beam Batteries (4): In the front and sides of the ship are four 28 cm particle beam cannons. 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: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.
    Mega Damage: 1D4x1000 MDC each (Two can be linked for 2D4x1000 MDC for both)
    Rate of fire: Maximum of three (3) times per melee per particle beam.
    Payload: Effectively Unlimited.
  2. Four (4) 12 cm Heavy Laser cannons: Laser cannons are used against frigates and as against heavily reinforced targets. Two 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 cannons 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.
  3. Six (6) 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.
  4. Six (6) 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
  5. Two (2) 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 battery, 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: 48 total, 24 cruise missiles per battery. Ship has 8 reload of missiles (384 cruise missiles reloads total)
  6. Four (4) 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 individual 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: 960 total, 240 long range missiles per launcher.
  7. Four (4) 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 512 mini-missiles. Cargo hold has an additional 1,024 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.


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By Kitsune (E-Mail Kitsune ).

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