Consortium Paladin Class Battleship (Modified Protector):


With the invention of the graser as a shipboard capital ship mount, the Consortium Armed Forces wanted to get the new and more powerful energy weapon into the fleet. As the flagships of admirals, battleships were considered priority as far as warships carrying these new weapon systems.


There was some debate about building new battleships armed with the heavier weapon systems. There were some preliminary designs drawn up but in the end most of the designs were considered too expensive. The much more cost effective idea of upgrading the Protectors class in the fleet was proposed. The battleships were still considered a new class and decommissioning them was considered a waste of resources. As a result, it was decided to just upgrade the Protector class with the new weaponry.


Still, there were some issues with the battleships which the Consortium Bureau of Ships decided to use the opportunity to properly address. Due to the replacement of the weaponry, the battleship would be in the yard for extended period which would allow for the other work to be done. The chief issues which needed to be addressed was the addition of greater defensive weaponry and the reduction of marines while increasing the fighter compliment.


The first battleship to enter the yard to be refitted was the CFS Paladin. Since then, more Protector class battleships have entered yards to be upgraded. The plan is to eventually refit all Protector class battleships to the same configuration as the CFS Paladin although the plan is to proceed slowly. Once the battleships are refitted, the ship’s mission and roles are fundamentally unchanged although there will be a de-emphasis on ground assault roles with the Dire Wolf class performing that role.


Unlike the main weaponry, the battleship’s shield, armor, sensors, and propulsion systems remain fundamentally unchanged. Of course, there were the usual updates one expects every time a ship enters the yard and minor issues which are addressed. Otherwise, to replace or upgrade the systems in any major way would have cost more that the Consortium of Civilized Worlds wished to spend on their modified Battleships.


As it is, the variable shields mounted on the Protector are as good as any warship within the Three Galaxies. Able to operate at six light years per hour, the Protector is also already one of the fastest large warships within the Three Galaxies. Sensor systems have been upgraded throughout these battleships’ service and are as good as any systems within normal service.


Even with the idea of replacing the main energy weapon battery, the capital and long range missile batteries are in many ways the heart of the battleship. Even so, these batteries remain unchanged. With four capital missile batteries and eight long range missile batteries, the battleship is effective in long range engagements and the warship has huge magazines feeding the batteries.


Just entering service in the Three Galaxies are a weapon system known as “Grasers” for “Gamma Radiation Lasers.” As of right now, the only major power operating Grasers is the Consortium Armed Forces. Compared to lasers, Grasers are twenty-five percent longer ranged and similar greater throughput. All of the heavy laser weaponry are replaced by Graser weaponry. This includes the primary and secondary main battery as well as the heavy energy weapon battery. To partially finance the upgrade of the battleships, the lasers originally mounted are being sold to the Human Alliance to upgrade their own older Yamato class battleships.


While most Consortium warships mount 8 cm heavy rail guns to deal with targets which are not effected by energy weaponry, many fleet officers have been critical of the weaponry. A new heavy mass drive was developed as a replacement for these rails guns. Unlike the original gravity rail guns, the heavy mass driver was designed around firing a single large projectile which inflicts far greater damage although rate of fire is limited to about four rounds every fifteen seconds. Effective guided range is twice that of the rail gun that the gravity mounts replace. The projectiles are guided through a tachyon guidance system and have a gravity based maneuvering system.


While initial designed for a single heavy projectile, a special projectile breaks into eight smaller projectiles was also developed. While they inflict less damage combined than the single heavy round, these smaller projectiles are useful against small targets such as fighters, power armors, and especially missiles. As a result, the weapon increases the long range point defense of the battleship, partially offsetting weakness of the main point defense battery. In addition, the projectiles are extremely effective in planetary bombardment roles.


It was also decided to retain the basic point defense weaponry of the Protector class. Most Consortium warships mount these weapon systems. While a number of fleets, including the Human Alliance, have decided to replace their warship’s point defense weaponry with weapon suites which are generally considered more. Some Consortium fleet officers would like to adopt a similar point defense array but it was decide against due to logistical concerns. One of special interest to main fleet officers was replacing the original point defense rail guns with the GR-1000 Rail Guns carried on the Scorpion light fighter. In the end, it was decided to augment the point defense batteries. Fifty percent greater point defense gravity rail guns and particle beams are mounted along with twenty-five percent greater mini-missile batteries. As upgraded, the Paladin mounts a total of twenty four point defense particle beams, twenty four point defense rail guns, and twenty point defense mini missile launchers.


Nothing comes without cost and one of the chief costs of the increased weaponry is the decreasing of the marine compliment and actual embarked marines. As one might expect, many have been critical of this reduction and some leaders have suggested not modifying all of the battleships in this manner and retain a number with the original marine compliment. Still, with the introduction of the Dire Wolf class assault carrier, it is expected that the assault carriers will take over this role. In comparison to the original Protector, the Paladin only carries about one third of the marine compliment and one third of the marine equipment. Still, these battleships are quite capable in the planetary assault role.


Because these battleships often engage in fleet actions, the fighter compliment was increased. Partially this was to allow the battleship to better defend against fighters attacks. While the compliment of six “Star Ghost” fighters are retained, most of the other fighter embarked are doubled in number. In addition, the six Battleram Robots have been replaced by Proctor class heavy fighters due to the far the greater abilities of the heavy fighter in fleet actions. In addition, the heavy fighters can be used for scouting without detaching destroyers. There is some consideration given towards doing this on Warshield class cruisers as well and some independent forces have done the same thing. Interestingly, while the general power armor compliment is reduced, the number of embarked Silverhawk armors is doubled similarly to the fighter compliment.


Unlike the troop compliment, the crew compliment is increased. This is partially due to the additional weaponry. They are also required due to the greater embarked fighter compliment. Even so, there is no reduction in crew comforts due to the fact that some of the marine berthing spaces are converted over to crew spaces. As one might expect, these battleships have full flag facilities for when they operate as flagships.


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


Model Type: SB-87E.

Class: Strategic Combat Starship.

Crew: 1,470 (70 officers and 1,400 enlisted).

Troop Capacity: 1,000 Marines (Typically 250 stay on board for ship defense), 120 fighter pilots, 96 silverhawk pilots, and can carry up to 200 passengers in addition (Often flag personnel.)


Vehicles:

Power Armors & Robots:

 

120

CAF-PA-10 Ground Pounder Power Armors

 

96

SH-CCW100 Silver Hawk Power Armors

Fighter Compliment:

 

24

BIF-67 Katana Star Fighters

 

24

SF-69 Scorpion Light Star Interceptor

 

12

SF-101 Black Eagle Star fighters

 

12

SF-101I Storm Eagle medium interceptor

 

6

Promethean SG-1 Star Ghost Starfighters

 

6

LRF-25 Proctor Long Range Star Fighters

Assault Shuttles:

 

2

SAS-12 CAF Assault Shuttles

Tanks & Other Vehicles:

 

20

IFV-100 Maniple Infantry Fighting Vehicle

 

12

MBT-35 Phalanx Main Battle Tanks


M.D.C. by Location:

 

100 cm Main Graser Batteries (2 - Each has 2 cannons):

6,000 each

 

28 cm Secondary Graser Cannons (2):

1,500 each

 

15 cm Support Graser Cannons (8):

1,000 each

 

20 cm Heavy Mass Drivers (8):

1,200 each

 

Cruise Missile Batteries (4):

1,000 each

 

Long-Range Missile Batteries (8):

600 each

 

20 mm Point Defense Gravity Auto-Cannons (24):

200 each

 

25 mm Point Defense Particle Beam Turrets (24):

150 each

 

Mini-Missile Launchers (20):

100 each

 

Outer Hull Section (40 ft/12.2 m area):

200

 

Inner Hull Section (40 ft/12.2 m area):

120

 

[1] Main Bridge:

60,000

 

[1] Auxiliary Bridge:

60,000

 

[1] Flag Bridge:

60,000

 

[2] Main Body:

250,000

 

Hangar Bay:

75,000

 

[3] Main Engines (2, top and bottom of the rear 1 /3 of the ship):

60,000 each

 

[4] Variable Force Fields:

15,000 on each side (90,000 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 both an auxiliary bridge and a flag bridge. Even if all three 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] Depleting the M.D.C. 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.

[3] Destroying the main engines eliminates the battleship’s faster than light systems and reduces maximum sublight speed by half.

[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (4,500 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 0.9 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.

Star Drive: Gravitonic drive; maximum speed: 6.0 light years per hour.

Range: Carries enough life support and supplies for two years of uninterrupted travel. This could be stretched to four years in an emergency. Typical patrol missions lasts six months to one year.


Statistical Data:

Height:         600 feet (183 meters).

Width:          800 feet (244 meters).

Length:         4,000 feet (1,220 meters).

Mass/Weight: 15 million tons (13.6 million metric tons) fully loaded, plus up to 500,000 tons (453,600 metric tons) of additional cargo.

Power System: Anti-matter; average energy life is 50 years. The ship normally only goes 10 years between refueling and refitting. Backed up with emergency fusion plants.

Cargo: Cargo holds are scattered about the ship that allows for carrying up 500,000 tons (453,600 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: The “Paladin” modifications to the Protector class cost 10 billion credits. The standard Protector class battleship costs 20 billion credits to construct. A new construction Paladin class would likely cost around 25 billion credits to construct. These ship are not for sale outside the Consortium Armed Forces (The ship will not even be sold to C.C.W. member worlds.)


Weapon Systems:

  1. Two (2) 100 cm Main Graser Batteries (4 Main Grasers Total): Two 100 cm grazer cannons are in each battery (four guns total). Each battery can fire at two different targets or combine both attacks in a devastating double blast that will take out most ships. By firing combined blasts, they can core a planetoid with a few shots. The weapon mounts have about a 25% increase in both range and damage over standard laser cannons of the same size. The weapon mounts are mounted in the forward area of the ship 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. Weapon has standard penalties to hit fighters and small targets for a large energy weapon.

    Maximum Effective Range: 150,000 miles (241,000 km) in space and 150 miles (241 km) in an atmosphere.

    Mega-Damage: 3D6x1,000 for a single blast, or 6D6x1,000 for a double blast (both guns in the battery engaging the same target).

    Rate of Fire: Each cannon can fire up to two (2) times per melee round (Battleship has 4 cannons so ship can fire a total of 8 single shots from the main battery per melee round.)

    Payload: Effectively Unlimited.

  2. Two (2) 28 cm Heavy Graser Cannons: Grazer cannons use focused gamma radiation and are very powerful. The weapon mounts have about a 25% increase in both range and damage over standard laser cannons of the same size. These mounts are slightly less powerful than the main battery but are quite powerful and any ship caught in the cannons fire will regret the situation very quickly. Like the main battery, these cannons are capable of destroying frigates in one hit or quickly crippling heavier vessels. The cannons are mounted in the sides of the ship. Batteries can be fired up to 180 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 45 degree angle up or down. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 125,000 miles (201,000 km) in space and 125 miles (201 km) in an atmosphere.

    Mega Damage: 2D4x1000 M.D.C. each and both can be combined for a total of 4D4x1000.

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

    Payload: Effectively Unlimited.

  3. Eight (8) 15 cm Graser Cannons: Grazer cannons use focused gamma radiation and are very powerful. The weapon mounts have about a 25% increase in both range and damage over standard laser cannons of the same size. These cannons are the support battery of the ship and while quite powerful, they do not have the incredible firepower of the main battery except when fired together. Batteries can be fired up to 180 degrees toward the rear on either side and can fire at a 90 degree angle up or down. Weapon has standard penalties to hit fighters and small targets for a large starship weaponry. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 20,000 miles (32,200 km) in space and 20 miles (32.2 km) in an atmosphere.

    Mega Damage: 3D6x100 M.D.C. each or two can be combined for a total of 6D6x100.

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

    Payload: Effectively Unlimited.

  4. Eight (8) 20 cm Heavy Mass Drivers: This weapon replaced the heavy G-Cannon turrets because the G-Cannons did not inflict enough damage on targets and when ships are against other ships that had the spell impervious to energy, the problem was a severe handicap. A new weapon system was developed around the concept of firing a massive high density projectile at a target at incredible velocity. The projectile masses around half a ton and relies on pure kinetic energy instead of explosives.

    The weapon system is not unguided but instead has limited maneuverability using a low powered contra-grav system. Guidance is through a relatively short range tachyon guidance system (Gives +3 to strike.) Because of the low maneuverability of the projectile, it has standard penalties to hit small targets such as fighters, power armors, and missiles. When projectile reaches maximum range, it is no longer guided but can be used effectively against unmoving targets in a similar manner to missiles (has same penalties.) The projectile is slower than light speed and cannot be used effectively when the starship is traveling at faster than the speeds of light.

    In addition to a single heavy anti-starship projectile, the mass drive can fire a larger projectile containing eight smaller kinetic kill projectiles. Like the full scale projectile, each smaller projectile is guided and is extremely effective against smaller target such as missiles, power armors, and fighters. These smaller projectiles are extremely useful as addition point defense against missiles. These projectiles are also guided by a relatively short range tachyon guidance system (Gives +3 to strike.) Unlike missiles, volleys of four or more of these projectiles can be dodged. So that projectiles can be fired through an atmosphere, the main projectile casing is fitted with a heat shield.

    Each mass driver is mounted in a special turrets that are partially recessed into the ships hull. The turrets have a limited firing arc. Each has a 30 degree arc of fire. Four mounts are in the front of the ship and two mounts are on the sides of the ship. The ship will make radical side turns to allow the side launchers to fire forward if on a direct approach to the target.

    Maximum Effective Range: 20,000 miles (32,200 km) in space. with range of 40 miles (64.4 km) in an atmosphere.

    Mega Damage: Standard Kinetic Projectiles: 2D6x100+200 M.D.C. each (optional rule is that projectiles gets a critical on a natural 18, 19, or 20 due to its high penetration.) Sub-Caliber Kinetic Projectiles: 2D6x10 M.D.C. per projectile (8 smaller projectiles per larger projectile - optional rule is that projectiles gets a critical on a natural 18, 19, or 20 due to its high penetration.)

    Rate of Fire: Maximum of four per melee (Each larger projectile when loaded with sub caliber kinetic projectiles has eight projectiles.)

    Payload: 100 projectiles for each mass driver (800 total) -Usually 70 standard and 30 sub-caliber loaded projectiles per mass driver.

  5. Twenty Four (24) 20 mm Point Defense Gravity Rail Guns: Used as an anti-Starfighter and missile weapon and against targets that are impervious to energy. Each rail gun is mounted in a turret that can rotate 360 and has a 180 arc of fire. Projectiles are fired from the rail guns at a significant fraction of the speed of light. Cannons uses a 20 mm projectile. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 2 miles (3.2 km) through atmosphere and 200 miles (320 km) in space.

    Mega-Damage: Rail guns inflict 2D4x10 M.D.C. for a 20 round burst.

    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.

  6. Twenty Four (24) 25 mm Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense. Each Particle Beam is in a turret that can rotate 360 and has a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.

    Mega Damage: 3D6x10 M.D.C. each.

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

    Payload: Effectively Unlimited.

  7. 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.) 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. This launcher is a standard CAF launcher. 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 (Anti-Matter warheads inflict 4D6x100 M.D.C. each.)

    Rate of Fire: Can fire cruise missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) cruise missiles per launcher, per melee round, for a maximum of 128 cruise missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.

    Payload: 128 total, 32 cruise missiles per launcher. Ship has 20 reload of missiles (2560 cruise missile reloads total).

  8. Eight (8) 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, 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 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 long range missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) long range missiles per launcher, per melee attack.

    Payload: 2,560 total, 320 long range missiles per launcher.

  9. Twenty (20) 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.) Batteries can launch on multiple targets each at the same time.

    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

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

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

    Payload: 128 per launcher for a total of 2,560 mini-missiles. Cargo hold has an additional 2,560 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.

Other Systems:



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1999, 2011, & 2015, Kitsune. All rights reserved.



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