Denali Heavy Minesweeper (Converted Everest class Gun Cruiser):


Originally built by the Human Alliance, the Everest class gun cruiser was produced in large numbers although in smaller numbers than the Natasha Kurganov class missile cruiser. The Human Alliance originally planned to build a heavy minesweeper based off of the Everest class but the ship was never actually authorized. Even though the heavy minesweeper design went as far as full plans actually being drawn up, the old Cobra class minesweeper remained in service with the Human Alliance. Heavy minesweepers have many advantages over lighter vessels in the minesweeper role because they can carry much heavier point defense batteries, better armored, and have much heavier force fields.


Numbers of Everest class gun cruisers have found their way into the hands of both mercenary and the navies of various smaller powers. A number of these cruisers have been converted to different roles including both heavy minesweepers and assault cruisers. Generally these converted vessels serve with mercenaries companies because smaller navies have less need for assault cruisers or heavy minesweepers.


The Denali originally served in the Human Alliance Navy but was passed to the Consortium Navy when it was formed. Later, the Consortium Navy sold the gun cruiser as surplus and the cruiser served for several decades in the navy of a planetary self defense force. Eventually the cruiser found its way into the hands of several mercenary captains which the latest captain converted the Denali to a heavy minesweeper configuration. The ship has had its name changed several times but the latest captain returned the ship to its original name. It is surprising how close the conversion of the Denali is to the original plans of the Everest based heavy minesweeper originally planned by the Human Alliance. A number of other Everest class gun cruisers have been converted in a similar manner to the Denali.


The main change to the heavy minesweeper compared to the original gun cruiser configuration is to remove the four 12 cm laser mounts and replace them with minesweeping sensors and additional point defense batteries. The ship retains six mini-missile batteries and six electromagnetic point defense rail guns. The eight point defense lasers are removed and replaced by sixteen variable focus particle beams. As well, most of the cargo capacity is eliminated to increase payload of the four long range missile batteries by fifty percent. The long range missile batteries are the main weapon used against mines and there is some consideration being given to replacing the missile batteries with more modern launchers. The two 28 cm and four 18 cm particle beams are retained, retaining most of the long range beam firepower of the cruiser.


The shields, armor, and propulsion system are unmodified compared to a standard Everest class gun cruiser. Few Everest class gun cruisers have their propulsion system replaced due to the design requiring complete rebuilding to be replaced. It does make the cruiser a bit slow by modern standards. Shield and armor are easier to replace but are still fairly expensive. Some Everest class have their shields replaced with shields from the Warshield class cruiser.


The ship is modified with additional automation to reduce crew requirements although the heavy minesweeper cannot be considered up to modern standards. In addition, the troop compliment is reduced. The heavy minesweeper does embark a larger compliment of space power armors than a standard Everest class cruisers. "Knock Off" versions of the Silver Hawk armor are carried. As well, the standard compliment of eight light fighters and eight medium fighters are replace by twenty light fighters. The Denali embarks Hyena class light fighters as its standard compliment. These fighters are commonly operated by mercenaries, are surprisingly capable, and are affordable.


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


Model Type: CA-34 (Modified)
Vehicle Type: Heavy Minesweeper (Converted Gun Cruiser)
Crew: 288 (ship can be run by 75 crew) - 28 Officers and 260 Enlisted.
Troops: 60 marines, 30 "Knock Off " Silverhawk Pilots (in some cases), and 30 fighter pilots.


Vehicles:
Power Armors & Robots:

30"Knock Off" Silver Hawk Power Armors
Fighter Compliment:
20MSX-128 Hyena Light Starfighters


M.D.C. By Location:

28 cm Main Particle Beam Batteries (2):1,500 each
18 cm Secondary Particle Beam Batteries (4):1,200 each
Secondary Particle Beam Batteries (4):1,200 each
Point Defense Electromagnetic Rail Gun Turrets (6):150 each
Variable Focus Particle Beam Cannon Turrets (16):150 each
Long Range Missile Batteries (4):500 each
Mini-Missile Launchers (6):100 each
Outer Hull (40 ft/ 12.2 m Area):150
Inner Hull (40 ft/ 12.2 m Area):100
[1] Bridge:10,000
[1] Auxiliary Bridge:10,000
Hanger Bay:12,000
[2] Main Engines (2):15,000 each
[3] Main Body:40,000
[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 (644 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 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about four years worth of supplies on board.


Statistical Data:
Length: 720 feet (219.5 meters)
Height: 280 feet (85.3 meters)
Width: 450 feet (137.2 meters)
Weight/Mass: 185,000 Tons (168,000 tons)
Power System: Anti-Matter with a 25 year life span. The ship normally only goes 7 years between refueling and refitting.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 500 tons (453.6 metric tons) of cargo in addition to standard compliment of supplies and ammunition (Most space has been set aside for marine support). 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: A Everest class gun cruiser would cost about 2.1 billion credits to manufacture in present time in the Three Galaxies. When available, these ships sell for 4.3 to 6.4 billion credits. The refit of vessel cost around 500 million credits. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Two (2) 28 cm Main Particle Beam Batteries: In the front of the ship are two 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. 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. Four (4) 18 cm Secondary Particle Beam Batteries: These 18 cm particle beams 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 two cannons 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. Only two cannons can be fired as one volley. 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 (Two can be linked for 6D6x100 M.D.C. for both)
    Rate of Fire: Maximum of three (3) times per melee per particle beam.
    Payload: Effectively Unlimited.
  3. Six (6) Electromagnetic Point Defense 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 are fired from weapons at a significant fraction of the speed of light. Cannon uses a 15 mm depleted uranium projectiles. 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 800 miles (1,290 km) in space.
    Mega-Damage: Rail gun inflicts 3D6x10 M.D.C. for an 80 round burst.
    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. Sixteen (16) Variable Focus Particle Beam 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 (Gives +2 bonus vs fast moving targets such as missiles.) 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. Four (4) 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. 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.
    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 twenty-four (24) missiles per launcher, per melee attack.
    Payload: 1,440 total, 360 long range missiles per launcher.
  6. Six (6) 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 missiles one at a time or in volleys of four (4) or eight (8) mini-missiles.
    Payload: 128 per launcher for a total of 768 mini-missiles. Cargo hold has an additional 3,072 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.


Sensor System of Note:



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Writeup by Kitsune (E-Mail Kitsune).


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