Free World Council “Destrier” Escort Cruiser (Refitted Chevalier class):


The Free Worlds Council navy is actually one of the largest naval forces in the Three Galaxies. Unlike most of these large naval forces, the navy lacks large shipbuilding facilities. As a result, the Free Worlds Council operates a large number of warships retired from virtually every major fleet.


Included in this is a number of Chevalier class Escort Cruiser. The escort cruiser is among the oldest warships still in active duty in the Three Galaxies. These ships were originally operated by the Human Alliance with other old Human Alliance vessels operate include the Boadicea class cruiser and Dauntless class light carrier. A single Agamemnon class battleship is even operate by the Free Worlds Council. It is believed that the Free Worlds Council got these old warships largely as scrap.


Even though once considered an extremely powerful warship for its size, the Chevalier class are now considered more comparable to destroyer classes. Even so, especially when properly handled, these ships can be extremely effective in modern combat.


The ships do have some severe weaknesses compared to modern warships however especially in terms of the ship’s speed, both faster than light and normal space accelerations. Other areas include shields, which are barely better than a destroyer of one eighth of the mass of the escort cruiser, and the sensor systems. Without replacing the sensor systems, the ship would be at an extreme disadvantage to modern warships.


The Free Worlds Council has limited resources for rebuilding warships. As such, a full rebuild for these escort cruisers was never planned. Instead, the most critical issues with the escort cruisers are addressed only. While the Destrier is relatively typical for Chevalier class escort cruisers, there are many differences in the individual designs of the vessels.


Unlike larger vessels, it is reasonably cost effective to replace the engineering plant of the escort cruiser. The issue however was that the propulsion plant from a Smasher class cruiser was simply too large. Eventually, a civilian propulsion system was adapted however. These give the escort cruiser a faster than light speed of four and a half light years an hour and a normal space acceleration equal to a Scimitar class patrol vessel.


The Chevalier’s original massive fusion plant is also replaced although again this is replaced by four civilian fusion plants. Even so, the four fusion plants are far smaller than the original plant while producing far greater power. An advantage over military anti-matter plants is that they are able to be operated by far smaller crews and are extremely safe.


Unlike the drives, there were fewer civilian options for sensors and shields. In these cases, the systems are pulled from Smasher class cruisers although many of the secondary computers and electronics are civilian manufacture. Even so, these systems are only a little bit larger than the systems that they replace. The engineers in the Free Worlds Council are experts at mating the technology of the Trans-Galactic Empire with those produced by the other major governments. In part, this is due to the intimate knowledge of the Machine People in the fleet.


As far as weaponry, the main battery of two long range missile launchers are retained. It was considered that replacing the original batteries with more modern units would be too expensive. Modern missiles are however fired which include “brilliant” guidance types. The two heavy 18 cm particle beam are also retained. In some cases, these weapon systems require rebuilding to be operational.


For defensive batteries, the mini-missile batteries, point defense rail guns, and point defense lasers are retained. Additional loads for the mini-missile batteries is slightly reduced. The ship does however have two additional medium range missile batteries to deal with missiles and other attacks at a more intermediate range. These are modified civilian models similar to the weapon systems carried on several merchant ship classes.


Due to the newer systems requiring less maintenance, the ship’s crew is reduced by around one quarter. Even so, the Free Worlds Council navy is almost perpetually undermanned. As a result, their ships are often scraping to get enough crews. Due to crew reduction, the ship does have berthing for forty troops however although rarely embarked.


For fighter compliment, this can vary wildly. It is often what is most actually available with the Flying Fang being the most common fighter in the Free Worlds Council fleet. Other fighters such as the older Wolfen and Human Alliance fighter might be embarked. There have been issues at times where the escort cruiser may embark four different fighters with pilots who have never operated together.


While the Free Worlds Council also operates a number of Shark class minesweepers, these are mostly unmodified with the exception of generally upgrading the mine hunting sensors. A few have also had their original fusion reactors replaced by modern civilian fusion plants.


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


Model Type: CL(E)-07 (Upgraded).

Vehicle Type: Escort / Light Cruiser.

Crew: 160 (14 Officers, 146 enlisted - Ship can be run by 80 crew).

Troops: Maximum of 40 troops and 8 fighter pilots.


Vehicle, Robots, and Power Armors:

Fighter compliment can vary with 6 Light Starfighters replacing 4 Medium Starfighters.

Fighter Compliment:

 

4

Medium Starfighters (Various - Common Fighters include Flying Fang, “Long Tooth” & Osprey)


M.D.C. By Location:

 

18 cm Particle Beam Batteries (2):

800 each

 

Point Defense Electromagnetic Rail Gun Turrets (4):

150 each

 

Double Barrel Point Defense Laser Turrets (4):

150 each

 

Long Range Missile Batteries (2):

400 each

 

Medium Range Missile Batteries (2):

500 each

 

Mini-Missile Launchers (4):

100 each

 

Outer Hull (40 ft/ 12.2 m Area):

120

 

Inner Hull (40 ft/ 12.2 m Area):

80

 

[1] Bridge:

4,000

 

Hanger Bay:

2,000

 

[2] Main Engines (2):

5,000 each

 

[3] Main Body:

15,000

 

[4] Variable Force Field:

3,000 a side (18,000 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 bridge 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] 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.

[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (900 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 0.80 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 420 mph (676 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 four years worth of supplies on board.


Statistical Data: 

Length:                478 feet (145.7 meters).

Height:                105 feet (32.0 meters).

Width:                 185 feet (56.4 meters).

Weight/Mass:      44,000 tons (40,000 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 2,000 tons (1,814.369 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: Chevalier class Escort Cruiser would cost about 400 million credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships sell for around 500 to 800 billion credits. Due to the extensive refits, the Destrier would likely cost 600 million to 900 million credits.


WEAPON SYSTEMS:

  1. Two (2) Main 18 cm Particle Beam Batteries: These 18 cm particle beams are 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.

  2. Four (4) Point Defense 15 mm Electromagnetic 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 rail gun mounts at a significant fraction of the speed of light. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Cannon uses 15 mm depleted uranium projectiles.

    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.

  3. Four (4) Point Defense 2 cm Lasers in Double Mounts: Used as an anti-Starfighter and missile weapon. Each laser turret 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: 2.5 miles (4 km) miles through atmosphere and 250 miles (402.3 km) in space.

    Mega-Damage: 2D6x10 M.D.

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

    Payload: Effectively Unlimited.

  4. Two (2) Long Range Missile Batteries: Long range 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 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 long range missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) long range missiles per battery, per melee attack.

    Payload: 720 total, 360 long range missiles per battery.

  5. Two (2) Medium Range Missile Batteries: A slightly modified version of the medium range missile batteries carried on a normal Merchantman. They can fire larger volleys and have a much larger payload than the launchers originally carried. 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. 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 (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World missile 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 per battery, per melee attack.

    Payload: 160 per battery for a total of 320 medium range missiles.

  6. Four (4) 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 512 mini-missiles. Cargo hold has an additional 1,536 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


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