Victory Class Refitted Battlecruiser:

Forces in the Free Worlds Council Navy found the hull of a starship that was ancient in an uninhabited system near their border. The hull was estimated to be around 10,000 years old and the ship was a virtually wreck. Still, the frame was virtually intact and made the ship worth rebuilding. The frame is made from alloys and composites not known within the main governments within the Three Galaxies. As well, none of the electronics had any compatibility with Three Galaxy systems. There are some signs of attempts at habitation within the system but nothing which shows any construction on this scale. Several theories have been made about the origin on the ship including that it came originally from another universe.

The Free Worlds Council does operate a number of large capital ships including the Doombringer class dreadnought "Hope Bringer" although their lack of large shipbuilding makes building large ships extremely difficult to build. These ships act as the flag ships in most cases but are also part of the backbone of the fleet. Most single planet entities build no ships even approaching this scale, preferring cruisers over larger vessels. As a result, it was considered worth the effort to completely refit the hull of the ship even though the ship had to be stripped to its frame and rebuilt from there. The ship is mostly refitted from other ships that were beyond repair would be effective and was less expensive then building a new ship would be for the Free Worlds Council military. Much of the material does come from salvaged Trans-Galactic Empire vessels and many non military systems come from civilian sources. The ship was named "Victory" in the declaration that the ship would mean victory against the Kreeghor. It was designated a battleship even though it is slightly slower than a Protector class due to the ships moderate size compared to most Battleships. Even though the ship has had its share of problems, the ship has done well against the Trans-Galactic Empire and the name "Victory" seems to be fitting.

The ship is wedged shaped and has design similarities with a Protector class battleship and several other battleships including the old Human Alliance Yamato class battleship. One obvious difference is that the ship has a large superstructure like structure in the center top near the aft end of the ship. The main bridge is housed here although it is still protected by thick armor. The secondary / flag bridge is imbedded deep within the ship. Due to a lack of starship hull materials, the ship is a patchwork of different colors and textures because multiple sources of salvaged hull material had to be used. Some of the hull comes from destroyed Trans-Galactic Empire vessels and have almost an organic texture. Paint and cosmetics have never been an important factor in the Free Worlds Council Navy and no captain has taken the time to repaint the vessel.

The Victory has almost the equivalent firepower of a battleship and has six 30 cm laser cannons as its main energy weapon battery. These weapons are taken from Kreeghor Smasher class cruisers which were destroyed in battles against Free World Council forces. To support the main battery, the ship has both eight 8 cm heavy rail guns and sixteen 12 cm laser cannons also for anti-capital ships strikes. The lasers are taken from old Human Alliance ship designs. The battlecruiser has sixteen GR-1000 rail guns and sixteen light laser cannons for use against smaller targets such as star fighters and missiles.

For missile weaponry, the ship has cruise missile batteries taken out of several Kreeghor ships. Some of those were the same Smasher class cruisers which the main energy battery were salvaged from but two came from Berserker class light attack ships. Still, a Consortium Protector can throw missile volleys of around three times the number at a time so the ship cannot be considered a missile heavy design. For defensive missiles, the ship has eight medium range missile launchers supported by eight mini-missile batteries. The medium range missile launchers are mostly salvaged from a small graveyard of Hunter class destroyers. The Kreeghor appear to have used the graveyard as a place for target practice but much was still salvageable. The mini-missile launchers appear to be standard Human Alliance models and act as inner defense to deal with missiles not intercepted by the medium range battery.

The ships engines, both Faster Than Light and Sublight, are cobbled together from several Kreeghor Smasher class cruisers as well. Some are believed to come from the same cruisers which the main battery was recovered from.

The shield generators are taken from the same source as well and has several shield generators cobbled together but they seem to work fairly well together. Integration would have likely been virtually impossible if not for the fact that a number of Machine People helped in the construction of the ship. Many of the secondary systems such as gravity and life support are basic civilian systems to save on cost.

Due to the ship integrating systems from multiple ships including civilian, Kreeghor, and Human Alliance designs, the ship is a nightmare for engineers. As a result, the ship requires a larger crew than most ships its size. The ship requires a crew of over twice that of a Protect class battleship and about a third greater than a Human Alliance Yamato class battleship. If not for the Machine People in the crew, the ship would likely be even more difficult to maintain. One problem is due to the scarcities of personnel and that the ship is often understaffed.

Fighter compliment is relatively small with a total of forty-eight medium and light fighters along with two heavy starfighters. Even so, the ship carries a larger number of fighters than a Protector class battleship. Like their nemesis, a large percentage of the Free Worlds Council fighters are Flying Fang fighters. Large numbers have been recovered and when the Council made its bid for independence, they were even able to recover facilities to manufacture the Kreeghor fighter. As a result, half of the embarked fighters, not including the two heavy fighters, are Flying Fangs fighters. In addition to its fighter compliment, the ship carries a large number of embarked troops. The ship carries a total of 2000 troops compared to 2500 for the Consortium Protector class battleship. Two Assault Shuttles are usually carried along with a number of heavy tanks and armored troop carriers. The Most command tank is the Dark Slayer Tank manufactured by the Trans-Galactic Empire but numbers of Kramer and Juggernaut are operated as well. A small number of power armors are also carried and are designated for both ground roles and to protect the ship.

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

Model Type: VBC-01 rebuilt
Vehicle Type: Battlecruiser
Crew: 2655 (ship can be run by a skeleton crew of 1050)
Troops: 2000

Vehicles:
Power Armors:
5CAF Silver Hawk Power Armors
20Knock Off Silver Hawk Power Armors
5Kreeghor Warlord Mark 2 Combat Suits
200Ground Power Armors
Fighter Compliment:
2Bushido Industries BIF-67 Katana Star fighters
12Consortium SF-69 Scorpion Star Interceptor
2Consortium SF-101I-LR Storm Eagle medium interceptor
6Human Alliance SF-6 Osprey Starfighters
24Kreeghor Flying Fang Interceptor
2Black Eagle LR Starfighters
2Naruni NE-SF10 Broadsword Fighters
2Naruni FB-49 Fire Eater Fighters
2Naruni NFB-3000 Starsplitter Bomber
Assault Shuttles:
2Human Alliance A-4 Assault Shuttles
Tanks & Other Vehicles:
5Human Alliance HAFA-MBT-12 Kramer Hover Tank
20Human Alliance HAFA-APC113 Lynx Armored Personnel Carrier
10Kreeghor IAF-95 Dark Slayer Hover Tank
5Naruni J-2 Juggernaut Heavy Hover Tanks

M.D.C. By Location:
30 cm Mega Laser Cannons (6):1,200 each
8 cm Heavy Rail Guns (8):800 each
12 cm Heavy Laser Cannons (16):800 each
2.5 cm Triple Barrel Defense Laser Turrets (16):200 each
GR-1000 Rail Gun Turrets (16):250 each
Cruise Missile Batteries (4):1000 each
Medium Range Missile Batteries (8):450 each
Mini-Missile Launchers (8):100 each
Outer Hull (40 ft/ 12.2 m Area):200
Inner Hull (40 ft/ 12.2 m Area):120
[1] Bridge:40,000
[1] Auxiliary / Flag Bridge:40,000
Hanger Bay:30,000
[2] Main Engines (4):25,000 each
[3] Main Body:150,000
[4] Variable Force Field:10,000 a side (60,000 Total)

Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship also has an auxiliary bridge. Even if both bridges are 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 ship FTL systems are destroyed and maximum sublight speed is reduced by half.
[3] Depleting the M.D.C. of the main body will put the battlecruiser 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% (3000 M.D.C.) Per melee

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 3.5 lightyears per hour.
Maximum Range: Effectively Unlimited by either Drive system. carries about four years worth of supplies on board.

Statistical Data:
Length: 2,953 feet (900 meters)
Height: 1,115 feet (340 meters)
Width: 1,542 feet (470 meters)
Weight/Mass: 10 Million Tons (9.1 million metric tons)
Power System: Anti-Matter with a 40 year life span. The ship normally only goes 8 years between refueling and refitting.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 8,100 tons of Cargo in addition to standard compliment of supplies and ammunition. If ammo was taken out, amount of cargo ship is able to carry would increase greatly. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ships spaces are take up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: Cost 10 billion to rebuild, would probably cost 25 to 30 billion to build from scratch. The Free Worlds Council will not sell the starship.

WEAPON SYSTEMS:

  1. Six (6) 30 cm Heavy Laser Cannons: three are located on either side of the hull and used as anti-capital ship weapons and can take out frigates in one shot or do large amounts of damage to bases or larger ships. The Laser cannons can be combined or used separately. The weapon system cannot be used to engage targets while traveling at FTL velocities. Weapon has standard minuses to hit fighters and small targets. The barrels can be fired either forward or behind and can be rotated 60 degrees horizontally or vertically. Up to five may be fired as one volley
    Maximum Effective Range: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an atmosphere.
    Mega Damage: 1D6x1000 MDC each and can be combined for any combination of weapons up to a damage equal to 3D6x1000. Each gun in a volley adds 1D6x1000
    Rate of Fire: Maximum of Two (2) times per melee per cannon.
    Payload: Effectively Unlimited.
  2. Eight (8) 8 cm Heavy Rail Guns: Used as one of the ships secondary batteries. Two are located on the front, Two are located on each side, and Two are located on the back. All the weapons on a side may be combined as one attack or used separately. They are used against targets that are impervious to energy. Can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee) and can rotate 180 degrees. Projectiles come out of launchers at a significant fraction of the speed of light. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Maximum Effective Range: 10,000 miles (16,100 km), range is 10 miles (16.1 km) in an atmosphere
    Mega Damage: 1D4x100 MDC per 80 round burst each and can be combined for any combination of weapons up to a damage equal to 2D4x100. Each gun in a volley adds 1D4x100
    Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
    Payload: 32,000 rounds each (400 bursts)
  3. Sixteen (16) 12 cm Heavy Laser cannons: Used as one of the ships secondary batteries. Four are located on the front, four are located on each side, and four are located on the back. All the weapons on a side may be combined as one attack or used separately. The weapon system cannot be used to engage targets while traveling at FTL velocities. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Up to five may be fired as one volley
    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
    Mega Damage: 2D6x100 MDC each (up to 8D6x100 for four laser cannons)
    Rate of Fire: Maximum of Two (2) times per melee each.
    Payload: Effectively Unlimited.
  4. Sixteen (16) GR-1000 Large Rail Guns: used as an anti-Starfighter and missile weapon and against targets that are impervious to energy. Five are located on the front, four are located on each side, and three are located on the back. Each Rail Gun is in a Turret that can rotate 360 and has a 180 arc of fire. Projectiles come out of launchers at a significant fraction of the speed of light. Cannon uses a 30 mm projectile. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
    Mega-Damage: 40 round burst does 4D6x10 M.D.
    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.
  5. Sixteen (16) 2.5 cm Point Defense Lasers in Triple Mounts: used as an anti-Starfighter and missile weapon and five are located on the front, four are located on each side, and three are located on the back. All can fire forward and aft. Each Turret can rotate 360 and has a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Maximum Effective Range: 2.5 miles (4 km) miles through atmosphere and 250 miles (40.2 km) in space.
    Mega-Damage: 3D6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: Effectively Unlimited
  6. Four (4) Cruise Missile Batteries: The ship carries four missile batteries to launch cruise missile, two in front and one on either side. Missiles are launched by special launchers. 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). Since starships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will still cruise unless set to self destruct but has very low odds of hitting starships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) Cruise missiles have minuses to hit small targets but are all considered smart missiles. This launchers are from Kreeghor vessels. Missile batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: Missile range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds)
    Mega-Damage & Properties: See Phase World Missiles (Anti-Matter does 4D6x100 MDC).
    Rate of Fire: Volleys of 10 per battery, per melee round, for a total of 40 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 400 total, 100 cruise missiles per launcher
  7. Eight (8) Medium Range Missile Launchers: Weapon system is used for hitting enemy robots and fighters. Weapon system is also used for anti-cruise missile. 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. Missile batteries can launch on multiple targets each at the same time. Launchers are from Hunter class destroyers.
    Maximum Effective Range: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds)
    Mega-Damage: varies with medium range missile type. (See Phase World Missiles)
    Rate of Fire: Can fire missiles one at a time or in volleys of 2, 4, or 8 missiles per launcher.
    Payload: 160 per launcher for a total of 1600 medium range missiles.
  8. 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: 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 Phase World Missiles)
    Rate of Fire: Can fire missiles one at a time or in volleys of 4 or 8 missiles
    Payload: 128 per launcher for a total of 1024 mini-missiles. Cargo hold has an additional 2048 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.

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By Kitsune (E-Mail Kitsune).

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