Free Worlds Council “Victory” refitted Light Battleship:


Forces in the Free Worlds Council Navy found the hull of a large starship that was ancient in an uninhabited system near one of their borders. Testing was performed and the hull of the ship was estimated to be over fifty thousand years old and the ship was found virtually stripped down to its hull and structure. Still, the frame and structure were virtually intact and as a result the ship was considered worth rebuilding.


The system showed some signs of habitation but nothing seemed to show the advanced technology represented by the huge ship. Even though stripped, the ship showed every sign of being incredibly advanced. The few electronic system which remained were like nothing used in ships within the Three Galaxies. The frame and structure of the ship were made from incredible golden composites and alloys, stronger and tougher than any materials in common use.


There are several theories about the origin of the vessel. One of the leading theories is that the ship was built by a race known as the Valdemarian, a race similar to elves who flourished around sixty thousand years ago. Scientists are far from unanimous however and there are a number of other theories. One of these includes the suggestion that the warship came from another universe.


The Free Worlds Council navy operates a number of large capital ships. One of these is a Doombringer class dreadnought which was captured in the opening moves of the Free Worlds Council’s fight for freedom. The most famous and well known warships in the Free Worlds Council fleet, the ship is known as the “Hopebringer.” Otherwise, the Free Worlds Council only operates a handful of battleships and fleet carriers.


The systems comprising the Free Worlds Council have a general lack of large shipyards, making the construction of battleships and fleet carriers problematic. As a result, they are mostly limited to refitted these large ships. Even with regards to smaller vessels, the Free Worlds Council for the most part relies on captured Kreeghor vessels and cast off ships from other powers. Provides that the Free Worlds Council remains viable, they likely will begin building their own vessels although almost certainly starting with smaller vessels first.


Most single planet entities and even smaller multi-system powers prefer to rely on cruisers as the backbone of their fleets. The Free Worlds Council is a bit different in that it does operate a number of battleships, fleet carriers, and even their single dreadnought. The battleships and the dreadnought often operate as flagships. As a result, it was considered worth the effort to completely refit the hull of the ancient ship that they had discovered.


The rebuilding process involved stripping the ship even further than it had already been until it was little more than its frame and needed to be completely rebuilt. The components and system used in rebuilding the ship are mostly from other ships which were considered not worth rebuilding as well as from crippled enemy vessels. A large percentage of the Free Worlds Council weapon system come from the Trans-Galactic Empire anyway. Many of the non-military system come from civilian sources.


It was decided that the rebuilt ship would be given the name ‘Victory” as in declaring victor against the Kreeghor. While the Free Worlds Council considers it a battleship, its size class makes it more battlecruiser class. Does not really have the performance of a battlecruiser however and it has also been suggested to describe it as a light battleship. As with a number of ships operated by the Free Worlds Council, the mixture of systems from different powers within the Three Galaxies has created its share of maintenance problems, the ship has done quite well against Trans-Galactic Empire forces and the name “Victory” seems quite fitting.


In general appearance, the vessel is wedge shaped in a similar manner to the Consortium Protector class battleship. Many other battleships have similar appearances including the Human Alliance Yamato and Agamemnon classes. One of the more prominent features of the Victory is a large blocky structure at the center top of the hull near the aft end of the ship. The battleship’s main is housed in this structure although it is protected by heavy armor. Unlike the main bridge however, the secondary / flag bridge is imbedded deep within the ship. As far as hull armor plating, the ship is a patchwork of different plates of different colors and textures. This has been salvaged from a number of vessels. A number of these hull plates 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.


Even though the Victory is built from salvaged system for the most part, the warship does not lack in firepower. The main energy weapon battery are eight 30 cm laser cannons. These weapons are taken from a number of Kreeghor Smasher class cruisers which were destroyed in battles against Free World Council forces. As a secondary anti-ship weapon battery, the warship mounts eight 8 cm heavy rail guns and twenty-four 12 cm laser cannons. It is believed that the 12 cm lasers are taken from wrecked Kreeghor vessels as well.


As for missile weaponry, the battleship mounts four capital missile batteries. As with the 30 cm laser cannons, it is believed that these batteries were pulled from destroyed Trans-Galactic Empire vessels. Fairly likely that some or all of these batteries come from the same ships which the laser cannons were pulled from. It is hard to tell because both the Smasher class cruisers and the Berserker class attack vessels mount the same missile batteries and a large number of wrecked Berserkers have also been captured. The Victory however carries double the amount of cruise missiles per magazine as the Smasher and Berserker however. Even so, in comparison to Consortium designs, the Protector class battleship can throw a missile volley which is three times as dense as the Victory can and the Consortium battleship has far larger magazines. Even an ancient Human Alliance Boadicea class cruiser can throw out a larger cruise missile volley than the Victory. As a result, one cannot consider the battleship a missile heavy design.


The ship does however have better missile defense than most Kreeghor designs. It has a total of eight medium range missile batteries back up with twelve mini-missile batteries. Initially only eight mini-missile batteries were fitted but later upgraded to twelve. The medium range missile batteries are a modified civilian design. It was early thought that they came from Hunter class destroyers which a larger number were believed to have been captured by the Trans-Galactic Empire and used for targets. 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. While some likely came from scrapped obsolete vessels, the Free Worlds Council is believed to also manufacture a copy of mini-missile batteries.


As far as point defense guns, the battleship mounts a total of sixteen GR-1000 gravity rail guns and sixteen light laser cannons. The GR-1000 is one of the most powerful point defense rail gun and was first mounted in the Consortium Scorpion light fighter but has been widely duplicated. The point defense laser cannons however are a modified civilian weapon system. Even so, there are quite effective against incoming missiles and other small targets.


In common with the main weapon battery, the ship’s propulsion systems are believed to have been cobbled together from several Kreeghor Smasher class cruisers. It is commonly believed that it is actually the same vessels. This includes both the normal space drives and faster than light drives. Dues to some issues with the drive systems, the Victory is limited to three and a half light years per hour and its acceleration is considerably lower.


For shields, an attempt was made to integrate multiple shield generators together. These are also believed to come from Smasher class cruisers. In general they work reasonably well together but there have been issues in the past with the systems working together properly. There is the suggestion that integration of the generators would have likely been virtually impossible if not for the fact that a number of Machine People helped in the construction of the ship. Interestingly, the Free Worlds Council military elected to use the shield generators from the Tri-Galactic Military Service Wyvern class in the battleship Majestic instead of trying to integrate multiple generators.


Fire control systems, sensor, and electronic warfare systems are a mixture of different Trans-Galactic Empire, Consortium, Human Alliance, and Wolfen systems. They are considered reasonably effective but cannot be compared to top of the line Consortium and Human Alliance systems. As far as secondary systems such as gravity and life support, they are largely civilian systems.


As previously described, due to the integration of systems from multiple vessels and sources, including civilian, Kreeghor, Consortium, and Human Alliance designs, the ship is something of a nightmare for the engineers. As a result, the ship requires a larger crew than most ships its size. Even though smaller than a Protector, the ship requires almost twice the crew of a Protector class battleship and almost fifty percent greater than the Human Alliance Yamato class battleship. Even the ancient Agamemnon class battleship requires a smaller crew than the Victory. If not for the Machine People in the crew, the ship would likely be even more difficult to maintain than it already is. There already are issues with the scarcities of personnel and that the battleship is often understaffed.


Fighter compliment is relatively small with a total of forty-eight medium and light fighters usually embarked along with two heavy starfighters. Even so, the Free World Council warship carries a larger number of fighters than a Protector class battleship although the Consortium warship does embark three times as many heavy fighters. Neither ship can compare to the Doombringer class which has an embarked fighter compliment of around nine hundred fighters.


In common with the Trans-Galactic Empire, a large percentage of the Free Worlds Council fighters are Flying Fang fighters. Large numbers of these fighters have been captured from the Kreeghor and even some manufacturing facilities for these fighters are under control of the Free Worlds Council. While the fighter compliment is a mix of different designs, two dozen of the fighters are captured Flying Fang fighters. Four fighters are also of the “Long Tooth” Flying Fang design with a faster than light drive. Along with two heavy Naruni “Starsplitter”bombers, these fighters often are assigned to long range scouting missions.


In addition to the battleship’s fighter compliment, the vessel usually embarks a large troop compliment. Total troop compliment is around two thousand which is comparable to that of the Consortium Protector class battleship. Normal power armor compliment is around two hundred and forty. While some are space armors, most are a mixture of different ground armors. In addition to troops and power armors, a number of heavy tanks and armored troop carriers are also normally embarked. Half of the tanks usually embarked are the Dark Slayer Tank, a Trans-Galactic Empire design, but numbers of Human Alliance Kramer and Naruni Juggernaut are also usually embarked as well. Only two assault shuttles are provided for which makes for relatively slow planetary assaults.


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 / Light Battleship.

Crew: 2,455 (220 Officers, 2,235 enlisted - ship can be run by a skeleton crew of 1,050).

Troops: 2,000 (200 typically stay on board for ship defense), 102 fighter pilots, and 240 power armor pilots.

Can carry up to 100 passengers in addition to troops and crew (generally flag personnel).


Vehicles:

Power Armors:

 

5

Consortium SH-CCW 100 Silver Hawk Power Armors.

 

15

“Knock Off” Silver Hawk Power Armors.

 

20

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

 

200

Various Ground Power Armors.

Fighter Compliment:

 

2

Bushido Industries BIF-67 Katana Star fighters.

 

12

Consortium SF-69 Scorpion Star Interceptors.

 

4

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

 

6

Human Alliance SF-6 Osprey Starfighters.

 

2

Naruni NE-SF10 Broadsword Fighters.

 

2

Naruni FB-49 Fire Eater Fighters.

 

2

Naruni NFB-3000 Starsplitter Bomber.

 

24

Trans-Galactic Empire FF-100 Flying Fang Interceptor-Bomber.

Assault Shuttles:

 

2

Human Alliance A-4 Assault Shuttles.

Tanks & Other Vehicles:

 

5

Human Alliance HAFA-MBT-12 Kramer Hover Tank.

 

20

Human Alliance HAFA-APC113 Lynx Armored Personnel Carrier.

 

10

Trans-Galactic Empire IAF-95 Dark Slayer Hover Tank.

 

5

Naruni J-2 Juggernaut Heavy Hover Tanks.


M.D.C. By Location:

 

30 cm Main Laser Cannons (8):

1,200 each.

 

8 cm Heavy Rail Guns (8):

800 each.

 

12 cm Heavy Laser Cannons (24):

700 each.

 

2.5 cm Triple Barrel Defense Laser Turrets (16):

200 each.

 

GR-1000 Rail Gun Turrets (16):

250 each.

 

Cruise Missile Batteries (4):

1,000 each.

 

Medium Range Missile Batteries (8):

500 each.

 

Mini-Missile Launchers (12):

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 ship’s 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 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 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% (3,000 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 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:                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. Backed up with emergency fusion plants.

Cargo: Cargo holds are scattered about the ship that allows for carrying up to 8,100 tons (7348.19 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: Cost approximately 10 billion credits to rebuild, would probably cost 25 to 30 billion to build from scratch. Does not include fighter compliment. The Free Worlds Council will not sell the starship.


WEAPON SYSTEMS:

  1. Eight (8) 30 cm Main Laser Cannons: Four 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 faster than light velocities. Weapon has standard minuses to hit fighters and other small targets. The barrels can be fired either forward or behind and can be rotated 60 degrees horizontally or vertically. Up to four may be fired as a single volley.

    Maximum Effective Range: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an atmosphere.

    Mega Damage: 1D6x1000 M.D.C. each and can be combined for any combination of weapons up to a damage equal to 4D6x1000. Each gun in a volley adds 1D6x1000.

    Rate of Fire: Maximum of once per melee round.

    Payload: Effectively Unlimited.

  2. Eight (8) 8 cm Heavy Rail Guns: Used as one of the ship’s 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 the heavy rail guns 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.

    Maximum Effective Range: 10,000 miles (16,100 km) in space, range is 10 miles (16.1 km) in an atmosphere.

    Mega Damage: 1D4x100 M.D.C. 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 the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: 32,000 rounds each (400 bursts).

  3. Twenty-Four (24) 12 cm Horn Heavy Laser Cannons: Used as one of the ship’s secondary batteries. Six are located on the front, six are located on each side, and six are located on the back. Lasers can be fired individually or can be combined in pairs. Weapon system designed for anti-capital ship and anti-installation. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard penalties to hit fighters and small targets for a large weapon system.

    Maximum Effective Range: 16 miles (25 km) in an atmosphere and 16,000 miles (25,750 km) in space.

    Mega-Damage: 1D6x100 + 100 M.D. each (2D6x100 + 200 for two cannons.)

    Rate of Fire: Two (2) per cannon per melee or two (2) double blasts.

    Payload: Effectively Unlimited.

  4. Sixteen (16) GR-1000 Heavy Point Defense Rail Guns: Gravity rail guns are in a turret that can rotate 360 and has a 180 arc of fire. The GR-1000 Rail Guns both are more powerful and have more range than the conventional rail guns and is the same rail gun which is carried in the C.A.F. Scorpion Starfighter. Considered extremely effective even compared to other gravity rail guns. Even so, the mounts are not really for use against capital ships but can devastate a fighter quickly. They are also extremely effective against targets which are imperious to energy. Rail gun rounds are fired out of rail guns 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 faster than light velocities.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.

    Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.

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

    Payload: 10,000 Rounds (250 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. These weapon systems 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: 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.) 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 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: 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 multi-warheads inflict 5D6x100 M.D.C. each.)

    Rate of Fire: Fires volleys of ten (10) cruise missiles per battery, per melee round, for a total of forty (40) cruise 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 battery.

  7. 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 launcher for a total of 1,600 medium range missiles.

  8. Twelve (12) Mini-Missile Launchers: These are missile mounts used for point defense against enemy fighters and missiles. Mini-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 mini-missiles per launcher for a total of 1,536 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).


Copyright © 1998, 2006, & 2015, Kitsune. All rights reserved.



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