Victory Class Refitted Battlecruiser:
The Free Worlds Council found the hull of a starship that was ancient.
The frame was estimated to be around 10,000 years old. Because of their
lack of capital ships, the Free Worlds Council decided that the ship would
be worth refitting and refitted the starship with equipment from other
ships that were beyond repair would be effective and less expensive then
building a new ship.
The ship is wedged shaped and has design similarities with a Protector
class battleship but has a large superstructure in the center top near
the aft end of the ship. Due to a lack of starship hull materials, the
ship is a patchwork of different colors because multiple sources of salvaged
hull material had to be used.
It has almost the equivalent firepower of a battleship and has eight
25 cm laser cannons as its main energy weapon battery. To support these
weapons, the ship has both eight 8 cm heavy rail guns and sixteen 12 cm
laser cannons also for anti-capital ships strikes. The ship has 16 GR-1000
rail guns and 16 light laser cannons for use against smaller targets such
as starfighters. For missile weaponry, the ship has cruise missile launchers
taken out of several Kreegor ships and the ship has medium range missile
launchers that were found in a small graveyard of Hunter class destroyers.
The ships engines, both FTL and sublight, are from several Kreegor Smasher
class Cruisers. The shield generators are taken from the same source as
well and has several shield generators cobbled together but they seem to
work fairly well together.
The ship is a nightmare for engineers and requires a much larger crew
than most ships its size but so far has held it own against Kreegor vessels
in battle. The ship carries 40 small and medium starfighters, 4 heavy starfighters,
and three assault shuttles. The ship also has 30 space power armors, almost
as many marines as a CAF Protector class battleship.
This starship design uses modified starship speed and ranges.
See Revised
Starship Rules for Phase World for more details.
Model Type: VBC-1000 rebuilt
Vehicle Type: Battlecruiser
Crew: 4288; Gunners: 232, can be piloted with a skeleton crew
of 1655
Troops: 2040
Vehicles:
Power Armors:
| 5 | CAF Silver Hawk Power Armors |
| 20 | Knock Off Silver Hawk Power Armors |
| 5 | Kreegor Warlord Mark 2 Combat Suits |
| 200 | Ground Power Armors |
Fighter Compliment:
| 2 | Kittani Transformable Robot Fighters |
| 2 | Nurani NE-SF10 Broadsword Fighters |
| 2 | Nurani FB-49 Fire Eater Fighters |
| 2 | Kreegor Flying Fang Interceptor |
| 12 | SF-69 CAF Scorpion Star Interceptor |
| 12 | BIF-67 Katana Star fighters |
| 3 | SF-6 Osprey Starfighters |
| 3 | Black Eagle LR Starfighters |
| 4 | NFB-3000 Starsplitter Bomber |
Other vehicles:
| 3 | Assault Shuttles |
| 30 | Juggernaught Tanks |
| 50 | APC |
M.D.C By Location:
| Mega Laser Cannons (8): | 1,200 each |
| Heavy Rail Guns (8): | 800 each |
| Heavy Laser Cannons (16): | 800 each |
| Triple Barrel Defense Laser Turrets (16): | 200 each |
| GR-1000 Rail Gun Turrets (16): | 250 each |
| Cruise Missile Launchers (4): | 1000 each |
| Medium Range Missile Batteries (8): | 450 each |
| [1] Bridge: | 40,000 |
| [1] Auxiliary / Flag Bridge: | 40,000 |
| Hanger Bay: | 30,000 |
| [2] Main Engines (4): | 25,000 each |
| [3] Main Body: | 150,000 |
| [4] Variable Force Field: | 10,000 a side (60,000 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 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] 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% (3000 MDC)
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: 2,953 feet (900 meters)
Height: 1,115 feet (340 meters)
Width: 1,542 feet (470 meters)
Weight/Mass: 10 Million Tons (9.1 metric tons)
Power System: Anti-Matter with a 40 year life span
Cargo: Cargo holds are scattered about the ship that allows
for carrying up to 8,100 tons of Cargo in addition to standard compliment
of supplies and ammunition.
Market Cost: Cost 10 billion to rebuild, would probably cost
25 to 30 billion to build from scratch. The Free Worlds Council will not
sell the starship.
WEAPON SYSTEMS:
- Eight (8) 25 cm Heavy Laser Cannons:
four are located on
either side of the hull and used as anti-capital ship weapons and can take
out frigates in one shot or do large amounts of damage to bases or larger
ships. The Laser cannons can be combined or used separately. They cannot
be used faster than the speed of light. Weapon has standard minuses to
hit fighters and small targets. The barrels can be fired either forward
or behind and can be rotated 60 degrees horizontally or vertically. Up
to five may be fired as one volley
Range: 100,000 miles (161,000 km) in space and 100 miles (161
km) in an atmosphere.
Mega Damage: 1D4x1000 MDC each and can be combined for any combination
of weapons up to a damage equal to 4D4x1000. Each gun in a volley adds
1D4x1000
Rate of fire: Maximum of Two (2) times per melee per cannon.
Payload: Effectively Unlimited.
- Eight (8) 8 cm Heavy Rail Guns:
Used as one of the ships
secondary batteries. Two are located on the front, Two are located on each
side, and Two are located on the back. All the weapons on a side may be
combined as one attack or used separately. They are used against targets
that are impervious to energy. 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 close to the speed of light allowing it to
be used at high sublight speeds.
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 and can be
combined for any combination of weapons up to a damage equal to 2D4x100.
Each gun in a volley adds 1D4x100
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: 32,000 rounds each (400 bursts)
- Sixteen (16) 12 cm Heavy Laser cannons:
Used as one of the
ships secondary batteries. Four are located on the front, four are located
on each side, and four are located on the back. All the weapons on a side
may be combined as one attack or used separately. They cannot be used faster
than the speed of light. Weapon has standard minuses to hit fighters and
small targets. The barrels can be can be rotated 180 degrees in all directions.
Up to five may 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 (up to 8D6x100 for four laser
cannons)
Rate of fire: Maximum of Two (2) times per melee each.
Payload: Effectively Unlimited.
- Sixteen (16) GR1000 Large Rail Guns:
used as an anti-Starfighter
and missile weapon and against targets that are impervious to energy. Five
are located on the front, four are located on each side, and three are
located on the back. 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.
- Sixteen (16) 2.5 cm Point Defense Lasers in Triple Mounts:
used as an anti-Starfighter and missile weapon and five are located on
the front, four are located on each side, and three are located on the
back. All can fire forward and aft. Each Turret can rotate 360 and has
a 180 arc of fire. They cannot be used faster than the speed of light.
Range: 2.5 miles (4 km) miles through atmosphere and 250 miles
(40.2 km) in space.
Mega-Damage: 3d6x10 M.D.
Rate of Fire: Equal to the combined hand to hand attacks of
the Gunner (usually 4 or 5).
Payload: Effectively Unlimited
- Four (4) Cruise Missile Launcher:
The ship carries four launchers
to launch cruise missile, two in front and one on either side. Missiles
are launched by special launchers. 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 starships 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 starships (Great for hitting bases and planets because
target does not move and missile when dead at -25% to detect.) Cruise missiles
have minuses to hit small targets but are all considered smart missiles.
This launcher is copy of the Kreegor launchers. Launchers can launch on
multiple targets each.
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)
Mega-Damage & Properties: See
Phase World
Missiles (Anti-Matter does 4D6x100 MDC).
Rate of fire: Volleys of 10 per launcher, per melee round, for
a total of 80 missiles per melee. Launchers are reloaded on the same melee
and can be fired again on the next.
Payload: 800 total, 100 cruise missiles per launcher
- Eight (8) Medium Range Missile Launchers:
Weapon system is
used for hitting enemy robots and fighters. Weapon system is also used
for anti-cruise missile. Missile has a top speed of Mach 15 in an atmosphere
and in space has an acceleration of 6% of light per turn. Normally used
for anti-fighter and point defense. Launchers can launch on multiple targets
each. Launchers are from Hunter class destroyers.
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)
Rate of fire: Can fire missiles one at a time or in volleys
of 2, 4, or 8 missiles per launcher.
Payload: 160 per launcher for a total of 1600 medium range missiles.
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By Kitsune (E-Mail Kitsune ).
Copyright © 1998, Kitsune. All rights reserved.