Free Worlds Council “Majestic” Battleship (Refitted Agamemnon class):


The Agamemnon class battleship is one of the oldest battleship classes still in operation within the Three Galaxies. Originally in service in the Human Alliance fleets, in many ways these battleships could be considered the ancestor of both the Yamato and Protector class battleships. Even though an old class of warships, these battleships can still be extremely effective warships when used effectively.


The Free Worlds Council acquires warships from whatever places they can. As one might expect, a number of these are old retired Human Alliance vessels. These include Boadicea class cruisers, Chevalier escort cruisers, and Dauntless class light cruisers. The Free Worlds Council has even managed to acquire an Agamemnon class battleship. These ships have been upgraded in various ways to allow them to be combat effective in modern engagements.


While in Human Alliance service, the battleship had been named Odysseus. After being retired from Human Alliance service, it passed through a number of hands including system defense forces and mercenary companies. During this time, the ship changed its name several times. Eventually, the ancient battleship found its way into the hands of the Free Worlds Council navy and was renamed the Majestic.


Being extremely limited in resources, it was not really feasible for the Free Worlds Council military to completely rebuild the ancient battleship as might have been desirable. Instead, it was decided that the most important parts of the ship would be concentrated on as far as modernizing the battleship. In addition, the ship had been indifferently maintained and required a lot of work in just restoring systems.


The most important systems appeared to be the propulsion and power systems. Normally, with the larger warships such as battleships, cruisers, and carriers, it is actually more cost effective to built a new warship than replace their propulsion and power systems. This is providing you have a full shipyard available where you can build such warships. However, while time consuming, one can rebuild both without a full shipyard.


Many, if not most, of the replacement systems on the Majestic are actually smaller than those they replace allowing for space to be reclaimed for additional modifications to the warship even though the systems are of civilian designs whenever possible. One major advantage of modern civilian systems is that they are designed to be easy to maintain and operate.


The original battleship drives were slow, only about half of what a modern vessel might be able to perform. These were replaced by replaced by a modern drive system taken from a fast merchant vessel of the Star Emperor class. Other ships of a similar age to the Majestic have also had their drives replaced by the propulsion systems from fast merchant designs. The actual vessel had been wrecked by a raid by the Trans-Galactic Empire but the engines had not been damaged. These new drive systems allows the ship to travel at speeds up to four and a half light years per hour as well as increasing acceleration by over thirty percent. The battleship is actually less massive than the merchant ship which the engines were pulled from.


Unlike the engines however, it was decided to replace the original massive fusion reactor with a military anti-matter reactor. The replacement reactor is actually a Trans-Galactic Empire / Kreeghor design and the ship has a variety of systems from different major powers within the Three Galaxies. This reactor provides far greater power than anything even conceived of when the Agamemnon class were being built while being a fraction of the mass. Unlike the reactor however, the upgraded power distribution systems are of civilian design. Still, they are both far more robust than the original arrays while being smaller in both mass and volume.


The electronic systems were considered badly outdated and in many cases not even working properly. Unfortunately, few of the previous owners having upgraded the sensors, communication, and command and control systems. Probably most considered that a battleship would simply overawe opponents, something that simply would not work against the Trans-Galactic Empire. As a result, virtually the entire electronic arrays of the ship required replacement. In general, these are military systems although some navigational systems are civilian systems.


Unlike the sensor systems feeding them, the weapon systems themselves were considered otherwise to be generally adequate. Missile engagements would be the most common concern. As it was, the battleship could throw out capital missiles volleys over twice as dense as a Doombringer class Dreadnought. In addition, the warship had six long range missile batteries for an outer defense array. Modern missiles would also do much to address any potential problems in missile engagements. The Free Worlds Council has all advanced missile designs in the Three Galaxies including brilliant missiles and X-Ray laser warheads.


The heavy energy weapons are generally considered less effective but still were generally considered powerful enough to devastate any vessel smaller than another battleship. Similarly, the point defense guns and mini-missile batteries are considered a reasonable inner point defense for the vessel.While it would have been far easier to have replaced the point defense weaponry than the main weaponry, the weaponry is reasonably common on Free Worlds Council vessels and the original mounts were retained. An additional four point defense rail guns were however added. An issue has been however that the Free Worlds Council navy operates a vast array of different weapon systems, including Trans-Galactic Empire, Human Alliance, Consortium, and others. This creates something of a logistical nightmare.


A major problem on the Majestic was that ships’s many weapon systems were not properly maintained. As a result, many did not operate correctly and some were not operational at all. The engineers in the Free World Council navy are something of geniuses in restoring and rebuilding old system. Still, in some cases the systems were beyond hope and had to be completely replaced.


The one major modification to the battleship’s weaponry is the addition of eight medium range missile batteries. These give the battleship a middle point defense against incoming missile attacks and against fighter attacks. Each has a magazine of one hundred and sixty missiles. Much of the space for the additional batteries and magazines is due to the smaller mass and volume of the engines and power systems.


Initially, the plan was to retain the original variable shield generator. Powerful enough shield generators to protect a battleship are not common. Still, the system was hard to maintain and failed multiple times. As a result, it was decided to replace the shield generator with a unit from the Tri-Galactic Military Wyvern class Pocket Battleship design. Output is similar but the modern system is more robust and smaller.


Unlike many warships in the Free Worlds Council navy, the captains of the battleship have tried to maintain a reasonably homogeneous fighter compliment. Two of the three medium fighters were replaced by three squadrons light fighters with one squadron of old Vixen fighters, another of Falx Supina, and one of the Hyena design. The single remaining medium fighter squadron is of “Long Tooth” Flying Fangs. Two of the ‘Long Tooth” are fitted with faster than light engines with the other ten being the standard model.


Troop compliment is unaltered although normally space power armors are carried instead of conventional armors. Instead of attempting to embark Silverhawk armors, sixteen Warlord Mark II armors and eight Stormcrow armors. As one might expect, the Trans-Galactic armor design are common within Free Worlds Council space. The knock off designs of the Silverhawk are less expensive and are easier to acquire than the Consortium space armor design.


Due to the modern power plant and propulsion system requiring lower manning, the ship’s crew was able to be considerably cut. Crew is reduced from over 2,100 to just under 1,900 personnel. Of course, there have been manning problems with the Free Worlds Council military and the battleship is often undermanned. As one of the few battleships in service with the Free Worlds Council navy, it often operates as a flagship. It is actually one of the faster warships in the Free World’s Council fleet and often acts as flagship for fast response forces.


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


Model Type: SB-12 (Upgraded).

Vehicle Type: Battleship.

Crew: 1,880 (180 Officers, 1,700 enlisted - Ship can be run by 1,000 crew).

Troops: 360 marines (160 typically stay on board for ship defense), 96 fighter pilots, and 24 power armor pilots.

Can carry up to 200 passengers in addition to troops and crew (generally flag personnel).


Vehicle, Robots, and Power Armors:

Power Armors:

 

8

SC-MM-1000 Stormcrow Space Combat Exoskeleton

 

16

Trans-Galactic Empire IPI-WI-H Warlord Mark II Combat Suits

Fighter Compliment:

 

12

Consortium SF-69 Scorpion Star Interceptors

 

10

Free Worlds Council FWC-FF-100-B/E “Long Tooth” Flying Fangs (Standard)

 

2

Free Worlds Council FWC-FF-100-C/F “Long Tooth” Flying Fangs (FTL Engines)

 

12

Mercenary MSX-128 “Hyena” Light Starfighters

 

12

Wolfen PBI-25 Falx Supina Light Starfighters (Old Model)


M.D.C. By Location:

 

Main 40 cm Particle Beam Batteries (2):

1,500 each

 

Main 28 cm Particle Beam Batteries (2):

1,200 each

 

Secondary 18 cm Particle Beam Batteries (4):

800 each

 

12 cm Heavy Laser Cannons (6):

600 each

 

Point Defense Electromagnetic Rail Gun Turrets (12):

150 each

 

Double Barrel Point Defense Laser Turrets (12):

150 each

 

Cruise Missile Batteries (4):

600 each

 

Long Range Missile Batteries (6):

400 each

 

Medium Range Missile Batteries (8):

500 each

 

Mini-Missile Launchers (8):

100 each

 

Outer Hull (40 ft/ 12.2 m Area):

160

 

Inner Hull (40 ft/ 12.2 m Area):

100

 

[1] Bridge:

40,000

 

[1] Auxiliary / Flag Bridge:

40,000

 

Hanger Bay:

40,000

 

[2] Main Engines (4):

15,000 each

 

[3] Main Body:

160,000

 

[4] Variable Force Field:

8,000 a side (48,000 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 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.

[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (2,400 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 350 mph (563 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:                3,480 feet (1,060.7 meters).

Height:                532 feet (162.2 meters).

Width:                 828 feet (252.4 meters).

Mass/Weight:      12.8 Million Tons (11.6 million Metric Tons).

Power System: Anti-Matter with a 40 year life span. The ship normally only goes 8 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 50,000 tons (45.360 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: An Agamemnon class battleship would cost about 20 billion credits to manufacture in present time in the Three Galaxies. These ships are no longer being produced and when available, these ships sell for 60+ billion credits because of the rarity of battleships. Due to the extensive refits, the Majestic would likely cost 80 to 100 billion credits.


WEAPON SYSTEMS:

  1. Two (2) Main 40 cm Particle Beam Batteries: Mounted along the sides of the hull are two mounts with a single 40 cm particle beams on each mount. These cannons are capable of firing forward to aft and anywhere along the side of the ship. The cannons are also capable of 45 degrees up or down. When these weapons are massed, they are capable of taking out cruisers in a few blasts. 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: 1D6x1000 M.D.C. each Particle Beam.

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

    Payload: Effectively Unlimited.

  2. Two (2) Main 28 cm 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.

  3. Four (4) Secondary 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.

  4. Six (6) Secondary 12 cm Heavy Laser Cannons: Laser cannons are used against frigates and as against heavily reinforced targets. Three 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 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.

  5. Twelve (12) 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.

  6. Twelve (12) 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.

  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. 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 launcher, per melee round, for a maximum of 96 cruise missiles per melee round. Launchers are reloaded on the same melee round and can be fired again on the next.

    Payload: 96 total, 24 cruise missiles per launcher. Ship has 10 reload of missiles (960 cruise missiles reloads total.)

  8. Six (6) 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 (2,89700 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: 2,304 total, 384 long range missiles per launcher.

  9. Eight (8) 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 1,280 medium range missiles.

  10. Eight (8) 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 1,024 mini-missiles. Cargo hold has an additional 5,120 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



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