Aethelwulf Corvette (Modified Falchion class Corvette - Bio-Armor):


One of the most common older ships operated in the Three Galaxies is the Falchion class corvette although not operated in anything like the numbers which the Ferret class corvette are. Many of the surviving Falchion class have been heavily modified. Many operators also considered that Falchion class corvettes are more flexible compared to slightly newer Ferret class.


The history of the vessel that eventually became the Aethelwulf is extremely interesting. Of course, it started its life in Human Alliance and was sold to an independent defense force during the major fleet reduction following war. Exact records of the ship have been lost but it is presumed to have passed through a great number of different hands. Eventually the corvette found itself in the hands of pirates where it was captured by a defense force destroyer.


The old corvette was in a sad shape by that time and had been further damage by the destroyer in its capture. Not considered useful for military service, the system military decided to sell the ship for scrap. Before being sold, the corvette had been completely stripped of remaining weaponry. Interestingly, the actual frame of the corvette was undamaged.


While there was generally little interest in the old corvette, a group of adventurers wanted a small ship for exploration although they wanted something a bit larger than a heavy fighter. The problem was that they had a very small budget for a new vessel. Even though old and slow, the corvette fit the bill. Being sold at scrap value, their budget would allow for limited refitting as well.


The adventurers did not want to have the ship refitted in the system so they had to make it partially operational. The system had extremely limited ship repair facilities as it was. Taking several weeks to get the ship operational, the adventures worked extremely long days. Since being captured, the corvette did not even have basic maintenance. Still, it was shocking to the system military forces, especially the destroyer’s crew, when the old Falchion managed to get itself underway.


The trip was harrowing and slow, not wanting to push the old drives very hard. In addition, the corvette was extremely undermanned. During the voyage, the crew and captain were always worried that the unarmed old corvette might itself be attacked by pirate. In fact, during the voyage there was a scare when they were intercepted by a cruiser. It turned out to be a Consortium warship and even escorted them for a short period.


Finally they reached a system with extensive ship fitting facilities. As their budget only allowed for limited refitting, the drive systems were initially concentrated on. In large ships it is a far more major job to refit the drive systems than on a smaller vessel. The old engines were completely stripped out and replaced with modern sublight and faster than light drives. The new faster than light drives allowed the corvette to reach speeds up to four and a half light years per hour. Along with the drives, the original fusion plant needed to be replaced.


Otherwise, the new owners concentrated on refitting limited weapon systems. The missile batteries were relatively easy to repair and would give the corvette a measure of defense. In addition, two of the four forward light lasers were replaced. Still, the ship was considered barely able to defend itself with the main heavy laser and defensive turrets nonfunctional. In addition, the original force fields were retained, only able to withstand the damage of a heavy fighter.


  Unknown to the captain and crew, the region which the corvette was exploring was also an area where the creatures known as the Slayne were also exploring. The Slayne can be hostile at times but usually do not engage other ships unless provoked. Of course there is the concern where if the Slayne had laid claim to a planet, there could be potential problems.


While in orbit of a prospective planet, one of their merchant ship had gotten in trouble with an engineering casualty which had killed all of the engineers aboard the vessels and all propulsion and power systems were offline. The ship was also in a falling orbit which would cause it to fall into the planet. The Aethelwulf used its tractor beam to pull the merchant into a safe orbit and offered to see what could be done to repair the merchant’s reactors. The technology of Slayne vessels is based on those of other races and the crew of the old corvette was able to jury rig the engineering plant so that the merchant ship could get home.


In return for saving the merchant ship, the Slayne offered to have the hull replaced with their bio-materials. One interesting characteristic of the Slayne race is that they have a sense of honor and debt. As it was, the hull of the old corvette was poorly patched with patchwork of different plates, able to withstand far less damage than it could originally. The Slayne materials are the equal of some of the most advanced composites and alloys in the Three Galaxies as well as able to regenerate damage and adapt to weapon systems.


After finishing the exploration mission, the adventurers decided to work as mercenaries for a while although they still prefer exploration. One has to do what one must to pay the bills however. They have served with both the Free Worlds Council, the Tri-Galactic Military Service, and escorted convoys in various hot spots.


A large share of the money they earned initially went towards further refitting and upgrading the old patrol corvette. Probably the hardest part was rebuilding the 12 cm heavy laser through the new bio-armor material. Instead of replacing it at as unit, it had to be replaced component by component. The forward light laser battery was increased from four lasers to six. In addition, the original electromagnetic rail guns were replaced by far more powerful gravity rail guns. The missile bays were almost unmodified however. The main bays were modified so they could carry medium range missiles buy the smaller bays were not modified to carry short range missiles. Ten external hard points were also added.


Modern shield generators replaced the older systems, allowing it to withstand far greater damage. As with the heavy laser, the system had to be replaced in individual components. As one might expect, the original electronics have been completely replaced although in some cases by civilian systems and components.


One advantage of the new systems is that the corvette can be run by a far smaller crew than the Falchion could originally. In addition to the crew, up to sixteen passengers or troops can be carried. The ship cannot be considered truly spacious but it is not really uncomfortable.


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


Model Type: FFL-01 (Modified).

Vehicle Type: Patrol Corvette (Conventional / Bio-technology).

Crew: 16 (3 officers).

Passengers/Troops: 16 passengers/marines maximum.


Vehicle, Robots, and Power Armors:

Power Armors:

16

Light Power Armors (Maximum)


M.D.C. By Location:

Forward Mounted 12 cm Heavy Laser Cannons (1):

600

Nose 2 cm Laser Cannons (6):

50 each

GR-1000 Rail Gun Turrets (2, fuselage):

150 each

Large Missile bays (4, Fuselage):

150 each

Medium Range Missile bays (4, Fuselage / Wing Roots):

100 each

Missile Pylons (10, on the underside of each wing):

10 each

[1] Bridge:

750

[2] Main Body:

2,300

[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 ship’s 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 M.D.C. 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. The hull has the ability to repair itself. These repairs are affected at the rate of 2D6x10+20 M.D.C. per minute. The ship can only repair up to half the M.D.C. of the main body without needing additional resources.

[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (300 M.D.C.) per melee round.


Speed:

Driving on the Ground: Not Possible.

Sublight: Has a special sublight engine that allows the ship to travel up to 50 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 1.0 percent of light per melee.

Atmospheric Propulsion: Maximum cruise speed is Mach 1.4 (1,065.7 mph / 1,715.1 kph), can enter and leave an atmosphere because flight system is by contra grav. The spines / thorns reduce the corvette’s atmospheric performance. External ordnance will further reduce atmospheric performance to Mach 1.2 (913.5 mph / 1,470.1 kph) with a full load.

Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 4.5 light years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about eight months years worth of supplies on board although can be stretched to twelve in an emergency.


Statistical Data:

Length: 240 feet (73.1 meters) for hull. Spikes / thorns add an additional 6.6 feet (2 meters) to vessel height.

Height: 38 feet (11.6 meters) for hull. Spikes / thorns add an additional 3.3 feet (1 meter) to vessel height.

Width: 76 feet (23.24 meters) the body or 144 feet (43.9 meters) at the wing body - for hull. Spikes / thorns add an additional 6.6 feet (2 meters) to vessel width. 

Mass/Weight: 1,820 tons (1651.1 metric tons) fully loaded.

Power System: Advanced Fusion with 25 year life span. The ship normally only goes 5 years between refueling and refitting.

Cargo: Cargo holds are scattered about the ship that allows for carrying up to 40 tons (36.3 metric tons) of cargo in addition to standard compliment of supplies and ammunition. Each enlisted crew member has a small locker for personal items and uniforms. ship’s officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: An unmodified would cost about 250 million credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced and these ships normally sell for 150 to 300 million credits (Owners purchased for a small fraction of that.) Without bio-armor, a similarly upgraded Falchion class corvette would cost around 325 million credits. With bio-armor, the ship is virtually priceless and the crew / captain will not sell the vessel.


WEAPON SYSTEMS:

  1. One (1) 12 cm Heavy Laser Cannon: Mounted in the centerline of the corvette, the heavy laser cannon is part of the spine of the vessel and fires directly forward. The heavy laser cannon is used against frigates as well as against heavily reinforced targets. Mostly used against large vessels, when used against small targets (Fighters, missiles, power armors, etc.) weapon have a penalty of -5 to strike. The weapon system cannot be used to engage targets while traveling at faster than light velocities. In addition, cannot be combined with the light pulse lasers.

    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.

    Mega Damage: 2D6x100 M.D.C. per shot.

    Rate of Fire: Maximum of two (2) times per melee.

    Payload: Effectively Unlimited.

  2. Six (6) Nose Mounted 2 cm Laser Pulse Cannons: These weapons are mounted in the forward end of ship and fire forward. Each gun has an arc of fire of about 30 degrees. These weapons are virtually identical to those carried on the Vixen and Osprey star fighters. As well as being able to be combined, cannons can each be fired separately. Cannot be combined with the 12 cm laser cannon.

    Maximum Effective Range: 6 miles (9.7 km) through atmosphere and 600 miles (966 km) in space.

    Mega-Damage: 2D4x10+10 per single blast, 4D4x10+20 for two, 8D4+40 for four, and 12D4x10+60 for a combined six cannon blast (Costs one attack in all cases.)

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner / pilot (usually 4 or 5).

    Payload: Effectively Unlimited.

  3. Two (2) GR-1000 Heavy Point Defense Gravity Rail Guns Turrets: One is mounted in a turret on the top of the corvette with the other mounted on the bottom of the vessel. Gravity rail guns are in a turret that can rotate 360 and has a 180 arc of fire. The GR-1000 Rail Guns both are more powerful and have more range than the conventional rail guns and is the same rail gun which is carried in the C.A.F. Scorpion Starfighter. Considered extremely effective even compared to other gravity rail guns. Even so, the mounts are not really for use against capital ships but can devastate a fighter quickly. They are also extremely effective against targets which are imperious to energy. Rail gun rounds are fired out of weapons at a significant fraction of the speed of light. Cannon uses a 30 mm projectile. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.

    Mega-Damage: 40 round inflicts 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 (250 Bursts) each rail gun.

  4. Four (4) Heavy Missile Bays: The corvette has four heavy missile bays. Each missile bay can carry four cruise missile, eight long range missiles, or sixteen medium range missiles. Each bay must carry all the same type ordnance although different bays can carry different ordnance. Cruise missiles are normally carried when on an anti-capital ship role and long range missiles when fighting other starfighters. Cruise Missiles have 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.) Long Range Missiles have 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.) Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct but has very low odds of hitting starships (Great for hitting bases and planets because the target does not move and missile when dead at -25% to detect.) Cruise missiles have minuses to hit small targets but all missiles are all considered smart missiles.

    Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space, Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space, and Medium Range Missiles range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.

    Mega-Damage & Properties: See revised Phase World Missiles tables for details (Cruise Anti-Matter warheads inflict 4D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) missiles.

    Payload: four (4) cruise missiles, eight (8) long range missiles, or sixteen (16) medium range missiles per missile bay (Maximum of 16 cruise missiles, 32 long range missiles, or 64 medium range missiles.)

  5. Four (4) Medium Range Missile Bays: In the fuselage of the corvette are four medium range missile bays mounted along the “wing roots”. Weapon system is used for hitting enemy robots, fighters, and long range and cruise missiles. 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. Weapon system can be used on multiple targets.

    Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.

    Mega-Damage: Varies with medium range missile type (See revised Phase World Missiles tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) medium range missiles.

    Payload: Sixteen (16) medium range missiles per bay for a total of 64 medium range missiles. 

  6. Ten (10) Missile Pylons: On the underbelly of the corvette are ten missile racks that allows the corvette to carry one cruise missile or two long range missiles. The corvette has five hard points on each wing. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. Cruise missile are normally carried when on an anti-capital ship role and long range missiles when fighting other starfighters. Cruise Missiles have 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.) Long Range Missiles have 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.) Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will continue to travel in a straight line 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. Missiles can be launched on multiple targets simultaneously.

    Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space and Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.

    Mega-Damage & Properties: See revised Phase World Missiles tables for details (Cruise Anti-Matter warheads inflict 4D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (4), or four (4) missiles.

    Payload: One (1) Cruise Missile or two (2) Long Range Missiles per Pylon (Maximum of 10 cruise missiles or 20 long range missiles.)

Special Equipment:



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



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