Free World Council “Esmeralda” Cruiser (Refitted Boadicea class):


The Free World Council operates a large number of ships which might be considered “Odds and Sods.” A number of these have been the old Human Alliance Boadicea class Cruiser. They operate a number of different older Human Alliance warship class. In some cases, they have been able to get these warships as scrap.


Long retired from Human Alliance service, the Boadicea class cruiser are among the oldest warships still operated within the Three Galaxies. For their time, they were considered an extremely effective and powerful warship. In design, the ship can be considered somewhat similar to the Consortium Warshield class cruiser. Even today, they can be a handful to fight.


Even though only a relatively small number of these cruisers are operated by the Free Worlds Council, they are a decent percentage of their naval forces. The Esmeralda is fairly typical for Boadicea class cruisers operated by the Free World Council although each is slightly different. The Esmeralda herself has quite a history, passing through at least half a dozen hands and renamed a number of times.


Due to limited resources, the Free Worlds Council decided to refit these cruisers in a limited fashion. It was decided that these ships would be refitted only enough to keep them effective combatants. In addition, many are in rough shape and need extensive repairs and refits.


The most significant weakness of the old cruisers is that they are quite slow compared to more modern vessels. As a result, refitting the propulsion systems was a priority even though most navies consider it more cost effective to build a new cruiser instead of rebuilding an older vessel. The advantage however is that you can rebuild the propulsion system with more limited facilities.


A large number of systems mounted on the Esmeralda come from Smasher class cruisers. A huge number of these Trans-Galactic Empire cruisers have been wrecked in battles. Most of these systems are considerably smaller than those they replaced. The Free Worlds Council is extremely skilled at adapting virtually alien systems to work together. It is quite likely that without the assistance of Machine People that they could not adapt such different systems to work together.


In comparison to the Smasher, the Boadicea class is approximately fifty percent more massive. As a result, the refitted cruiser mounts a pair of Smasher faster than light drives, enabling the old cruisers to reach the same four light years per hour that the Smasher can reach. Normal space acceleration is however is less than the Smasher class although considerably improved compared to the original Boadicea class.


Compared to modern fusion reactors, the original main reactor plant on the Boadicea class is massive. As with the drive systems, a pair of anti-matter plants replace the single fusion plant. Even so, both reactor plants are smaller than the single plant that they replace. As might be expected, these twin plants produce far greater power. In addition, the reactor produces far greater power. The original secondary fusion reactors are also replaced by modern reactors which are far more efficient than the original plants.


Even though the weapon system are generally considered adequate, sensor systems of the Boadicea class are considered almost completely obsolete. Replacing the sensor systems can be considered even more important than replacing the propulsion systems. The original shield generators would have been a nightmare to maintain with the system from the Trans-Galactic Empire cruiser being also far efficient. Total output of the new shield generators is only moderately greater than the originals however.


In general, the weapon systems remain as originally fitted. In many cases however, wrecked systems need to be replaced or rebuilt. Firing modern missiles, two capital missile batteries and four long range missile batteries are extremely effective even though older launchers which cannot fire as large volleys as more modern batteries. The heavy energy weapon battery, especially the 28 cm particle beams, are also considered reasonably effective.


Unlike the main weapon battery, the defensive weapon systems have been upgraded. The more minor upgrade is increasing the point defense rail gun battery from six to eight mounts. More important however is the addition of four medium range missile batteries. Unlike the propulsion systems, these missile systems are from civilian designs. A number of secondary systems are replaced by civilian systems.


Even though the cruiser requires lower crew than the Boadicea class did originally due to greater automation, the Free Worlds Council navy still often has trouble finding enough manning for their fleet. As a result, the ship is often undermanned. In comparison to newer cruisers, the troop compliment of the Boadicea class is small. This is increased on the Esmeralda although still smaller than most modern vessels.


The captains of the Esmeralda have tried to keep a homogeneous fighter compliment. In general, most captains have preferred the “Long Tooth” upgraded Flying Fang or the Osprey class fighter. Even though the cruiser only generally embarks a single squadron of medium fighters, this is not always possible. Often the Free Worlds Council sends out replacement fighters from whatever is quickly available to make up losses. In most cases, the captain will attempt to trade fighters with other captains but this sometimes takes a bit of time.


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


Model Type: CL-06 (Upgraded).

Vehicle Type: Cruiser.

Crew: 315 (22 Officers, 293 enlisted - Ship can be run by 150 crew).

Troops: 60 marines ( typically stay on board for ship defense), 24 fighter pilots, and 16 power armor pilots.


Vehicle, Robots, and Power Armors:

Fighter compliment can vary with 18 Light Starfighters replacing 12 Medium Starfighters.

Power Armors:

 

16

Light Power Armors

Fighter Compliment:

 

12

Medium Starfighters (Various - Common Fighters include “Long Tooth” and Osprey.)


M.D.C. By Location:

 

Main 28 cm Particle Beam Batteries (2):

1,200 each

 

Secondary 12 cm Heavy Laser Cannons (4):

600 each

 

Point Defense Electromagnetic Rail Gun Turrets (8):

150 each

 

Double Barrel Point Defense Laser Turrets (8):

150 each

 

Cruise Missile Batteries (2):

600 each

 

Long Range Missile Batteries (4):

400 each

 

Medium Range Missile Batteries (4):

500 each

 

Mini-Missile Launchers (6):

100 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:

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 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% (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 0.75 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 300 mph (480 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 4.0 light years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about four 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:      108,000 tons (97,980 metric tons).

Power System: Anti-Matter with a 50 year life span. 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 to 6,000 tons (5,440 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: 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. Due to the extensive refits, the Esmeralda would likely cost 2.8 to 3.8 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. Four (4) 12 cm Heavy Laser Cannons: Laser cannons are used against frigates and as against heavily reinforced targets. Two are located on either side of ship. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. 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: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.

    Mega Damage: 2D6x100 M.D.C. each or 4D6x100 for two.

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

    Payload: Effectively Unlimited.

  3. Eight (8) 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.

  4. Eight (8) 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.

  5. Two (2) 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. Batteries can launch on multiple targets each at the same time. Batteries have a lower number of actual launchers than the modern CAF cruise missile batteries and each launcher is slightly larger in size.

    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 twenty-four (24) cruise missiles per battery, per melee round, for a maximum of forty-eight (48) cruise missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.

    Payload: 48 total, 24 cruise missiles per battery. Ship has 8 reload of missiles (384 cruise missiles reloads total.)

  6. 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 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 launcher, per melee attack.

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

  7. Four (4) 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 640 medium range missiles.

  8. 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 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 768 mini-missiles. Cargo hold has an additional 3,072 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


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