Artemisia Cruiser (Modified Boadicea class Cruiser):


The Boadicea class cruisers were built in large numbers and were originally the backbone of the Human Alliance fleet. They were extremely advanced when first introduced and were the pride of the navy. They were considered well armed, well protected, and fast. Unlike destroyers, cruisers often operate independently but yet are built in much larger numbers than battleships. Cruisers are still the goal of most captain, the hallmark of independent command.


Eventually however, the Boadicea class was considered obsolete by the military and retired. Newer cruisers were faster, better armed, and better protected. Classes such as the Kurganov missile cruiser and Everest classes gun cruiser replaced the old cruisers. It was not considered cost effective to rebuild the Boadicea class to modern standards so they started to be retired. Some found their way into the hands of IDFs, for Independent Defense Forces, while others ended up in the hands of mercenary companies. Eventually, even these ships began to be scrapped. Now, only a comparative handful still exist with a few of those becoming museum ships.


Artemisia herself fought in many battles for the Human Alliance and eventually ended up herself as a museum ship after many years sitting in mothballs. Unfortunately, tours the number of people touring the old cruiser slowly dwindled. It was decided that it was not worth retaining her and she was sold with most likely results that she would be scrapped like many of her sisters.


A group of mercenaries, or adventurers depending on how you look at it, were able to purchase her for little more than her scrap value. Cruisers being available for sale are extremely uncommon and usually cost many times the cost of building one. Warshield class cruisers are among the worst. Still, all of her weaponry had been stripped out before she was sold and was little more than a shell at this stage.


So began an almost complete rebuilding. The rebuilding took several years but the results were pretty spectacular. As she left the yard, she was in many ways as capable as a new cruiser might be. She ended up with mostly new weapon systems, new engines, and much stronger shields. Her original sensors were also replaced by newer systems which can deal with modern threats.


In large part, the new systems are civilian where ever possible. While not considered as effective as the best cutting military systems, they are far better than the original systems. New drives of a fast merchant ship design enable the cruiser to travel up to four and a half light years per hour, almost twice her original maximum, and give a much greater normal space acceleration. The original power plant was replaced by a modern fusion design which produced far more power and is more compact. Fusion was decided as a better option than anti-matter. One secondary advantage of the new systems is that they enable a greatly reduced crew compared to the original design.


As far as protection, the hull was not improved by any significant margin and she is a bit fragile compared to the Warshield class. Where the hull had been stressed, she was reinforced and the changes to make her a museum ship were eliminated. Still, she is actually tougher than the Kreeghor Smasher class cruiser although she is a fair amount larger as well. The variable shields are also replaced by far stronger shields although still not the equal of those on a Warshield. These are also “civilian” designs, in this case mounted usually on military support ships which are expected that they might go into harm’s way.


Her weapon systems are more of a mix of old and new. Instead of replacing the 28 cm particle beam battery with lasers, it was decided that salvaged particle beams would replace the originals. This allowed saving a bit of money in rebuilding her. Interestingly, even though old, the particle beams are far newer than the ship is. It was decided that instead of mounting the original 12 cm heavy lasers, a set of slightly heavier 18 cm particle beams would replace them as well. They are longer ranged and more powerful than the lasers that they replace but only two are mounted instead of the original four lasers.


All of the original missile systems were disabled and / or simply removed. Instead of mounting the original types of missile launchers, it was decided to mount new higher capacity modern launchers. They can launch one third heavier volleys of missiles per firing. In missile firepower, the Artemisia now can fire similar volleys to the Warshield class although does not carry anything near the same payload. Anti-Matter warheads are not carried, instead fusion warheads are normally carried. It was decided that instead of retaining the mini-missile launchers, the ship would mount four medium range missile batteries. Part of the space for these batteries was reclaimed from where the 12 cm heavy lasers were originally mounted.


Similar to the missile launchers, it was decided that the point defense batter would be completely replaced. The original point defense lasers were replaced by variable focus particle beams. These are identical to the mounts carried on the Consortium assault shuttle and are quite effective as close range point defense against missiles. The original electromagnetic rail guns are replaced by more powerful GR-1000 heavy gravity rail guns. These are also mounted on the Scorpion light fighter, in many ways the fighter is actually built around the weapon system, and are longer ranged than the original conventional rail guns.


One item the Boadicea never had compared many newer ships is a large fighter or troop compliment. No real effort was made to increase the troop compliment and instead is reduced to some extend. Instead of carrying a single squadron of medium fighters however, a squadron and a half of light fighters are embarked. The “I.C.E. Hyena” was chosen being affordable yet both quite capable and able to carry a variety of different missile load outs. Part of the reason for the reduction of troops is for the larger fighter pilot compliment as well as to improve crew quarters.


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


Model Type: CL-06 (Modified)

Vehicle Type: Cruiser

Crew: 288 (24 Officers, 264 enlisted).

Troops: 20 marines ( typically stay on board for ship defense), 36 fighter pilots, and 12 power armor pilots


Vehicle, Robots, and Power Armors:

Power Armors:

12

K-Universal “Knock Off” Light Power Armors

Fighter Compliment:

18

MSX-128-ICE “I.C.E. Hyena” Light Starfighter


M.D.C. By Location:

Main 28 cm Particle Beam Batteries (2):

1,200 each

Secondary 18 cm Particle Beam Batteries (2):

800 each

GR-1000 Point Defense Gravity Rail Gun Turrets (6):

200 each

Variable Focus Particle Beam Cannon Turrets (8):

150 each

Cruise Missile Batteries (2):

1,000 each

Long Range Missile Batteries (4):

600 each

Medium Range Missile Batteries (4):

500 each

Outer Hull (40 ft/ 12.2 m Area):

120

Inner Hull (40 ft/ 12.2 m Area):

80

[1] Bridge:

6,000

[1] Auxiliary Bridge:

6,000

Hanger Bay:

5,000

[2] Main Engines (2):

7,500 each

[3] Main Body:

25,000

[4] Variable Force Field:

4,000 a side (24,000 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 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 the ship’s faster than light systems are destroyed and maximum sublight speed is reduced by half.

[3] Depleting the M.D.C. 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% (1,200 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 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.8 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 400 mph (643.7 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 4.5 light years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about three years worth of supplies on board.


Statistical Data:

Length: 580 feet (176.8 meters).

Height: 145 feet (44.2 meters).

Width: 240 feet (73.2 meters).

Weight/Mass: 114,000 tons (103,400 metric tons)

Power System: Advanced Fusion with a 20 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 4,000 tons (3,630 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: Unmodified Boadicea class cruiser would cost about 1.2 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships sell for 2.0 to 3.5 billion credits. As refitted, the Artemisia would probably be worth around 5.0 to 6.5 billion credits.


WEAPON SYSTEMS:

  1. Two (2) Main 28 cm Particle Beam Batteries: In the front of the ship are two 28 cm particle beam cannons. Weapon has standard minuses to hit fighters and small targets. 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. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.

    Mega Damage: 1D4x1000 M.D.C. each (Both can be linked for 2D4x1000 M.D.C. for both)

    Rate of Fire: Maximum of three (3) times per melee per particle beam.

    Payload: Effectively Unlimited.

  2. Two (2) Second 18 cm Particle Beam Batteries: These 18 cm particle beams are also 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. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.

    Mega Damage: 3D6x100 M.D.C. each (6D6x100 M.D.C. for two)

    Rate of Fire: Maximum of three (3) times per melee per particle beam.

    Payload: Effectively Unlimited.

  3. Six (6) GR-1000 Large Point Defense Rail Guns: 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 are fired from rail guns 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: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.

    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 cannon.

  4. Eight (8) Particle Beam Mounts: Replacing the original point defense laser mounts, these particle beams are copied from those carried on the CAF Assault Shuttle and will fire a very powerful narrow beam and can fire a scatter effect that is less powerful but is capable of striking multiple targets. The weapon system is quite useful against missiles although the cone is not as wide as Tachyon cannon sprays are. Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).

    Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.

    Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.

    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: These replace the original 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.) Whether weapons can be shot down is calculated from the speed of target, launching starship, and missile. When drive goes dead, missile will continue to travel in a straight line 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. These batteries are standard CAF batteries. Batteries can launch on multiple targets each at the same time.

    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.

    Mega-Damage & Properties: See revised Phase World missile tables for details (Fusion multi-warheads inflict 3D6x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per battery, per melee round, for a maximum of 64 missiles per melee. Batteries are reloaded on the same melee and can be fired again on the next.

    Payload: 64 total, 32 cruise missiles per battery. Ship has 6 reload of missiles (384 cruise missiles reloads total)

  6. Four (4) Long Range Missile Batteries: These replace the original long range missile batteries. 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.) Whether weapons can be shot down is calculated from the speed of target, battery, 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 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 at the same time.

    Maximum Effective Range: 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 missile tables for details (Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per battery, per melee attack.

    Payload: 960 total, 240 long range missiles per battery.

  7. Four (4) Medium Range Missile Batteries: Weapon system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Like other Phase world systems, weapon system range and speed has been greatly increased compared to Rifts Earth systems. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Batteries can launch on multiple targets each at the same time.

    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 missile tables for details.)

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

    Payload: 240 per launcher for a total of 960 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2013, Kitsune. All rights reserved.



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