HAFS Agamemnon Class Battleship:


One of the first combat vessels designed by the Human Alliance and predates the founding of the Consortium of Civilized Worlds. The design is even older than the Yamato class battleship and only about a fifteen were constructed. These ships were not incorporated into the Consortium Armed Forces when it was formed but were retained in Human Alliance Forces. Several ships have been lost in combat and the Human Alliance has retired all of its remaining Agamemnon class battleships over the years but two Independent Defense Forces operate an Agamemnon class and with the rest being operated outside of Consortium space. One of the ships outside of Consortium space is operated with a mercenary space navy. The rest of the ships have been lost or scrapped. There have been stories of a “Flying Dutchman”, a Agamemnon class battleship that is lost and is floating intact. While these ships are considered obsolete by leaders of the Consortium Navy, as well as most member nation fleets, these ships are huge and pack a lot of firepower due to their size. They are only slightly smaller than Yamato class battleships and have fought well in many engagement even since they were declared obsolete.


Like the later Yamato class battleship, the hull is basically wedge shaped and the same style can be seen in the C.A.F. Protector class battleship as well. In many was, the Agamemnon could be considered the ancestor of the modern Protector class. The ships have a relatively flat bow and, as mentioned previously, are a bit smaller than the Yamato class.


Like the Yamato class Battleship, the main battery consists of 40 cm particle beams but only two are carried on the Agamemnon instead of the six mounted on the Yamato class. These are backed up by two 28 cm particle beams and four 18 cm particle beams. Finally, the Agamemnon mounts six 12 cm heavy laser cannons with three on either side. While the ship mounts the same number of particle beams, the total firepower is about thirty percent less. The ship has a total of twelve point defense laser mounts, eight point defense rail guns, and eight mini-missile launchers. The ship also mounts missile launchers with four cruise missiles and six long range missile launchers. The Agamemnon can match the Yamato in a cruise missile duel but cannot launch as many long range missiles. Missile magazines are slightly larger than those on the Yamato class. For passive defenses, the shield generators only put out about two-thirds the power of those on the Yamato and while the Agamemnon actually has thicker armor in some areas, its strength is significantly less. Even with the ship’s weaknesses, it is still a handful for a smaller ship, such as a cruiser, to deal with it. The ship mounted one of the most advanced Contra-Grav faster than light drives when it was first built but compared to modern vessels, is rather slow. This limits the ship’s ability to be deployed compared to newer vessels and is one of the most important reasons that the Human Alliance retired their Agamemnon class battleships. Some new ships have greater than three times the faster than light speed of the Agamemnon. Tactically, the ship’s acceleration is also lower than the Yamato. Power is provided by fusion reactors instead of by anti-matter power plant. The reactor is far larger than an anti-matter plant but is easier to refuel and less expensive to operate.


Over the years there has been consideration given to upgrading the Agamemnon class but little has been done due to costs. Upgrading the old battleship class would cost almost as much as building a new battleship. A cost effective approach might be to simply upgrade the ship’s point defense but few of the surviving ships have had their point defense improved. In many cases, the surviving ships have received modest upgrades to their electronics but ranges and tracking ability is far less than modern vessels. Although the ship can handle most cruise missiles, few carry X-Ray laser warhead missiles due to the missiles being rarely available to Independent Defense Forces.


The ships were designed to carry three squadrons of fighters. For most of the classes history, these were Osprey class medium starfighters but a wide variety of different fighters are carried on the surviving ships. Some owners have replaced one squadron of medium fighters with a squadron and a half of light fighters. The hangers of the Agamemnon class are slightly larger than the Yamato class although not large enough to carry heavy fighters.

The designers did not see a need to carry a large number of troops and troops are only carried for internal defense. Because of this, the ship carries significantly less troops than the Yamato.


Agamemnon class battleship were originally named for various figures in Mythology although many have been renamed multiple times. The surviving Agamemnon class battleships are named Perseus, Cyrene, Bridget, Cobra (original name Romulas), and Majestic (original name Odysseus.)


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


Model Type: SB-12.

Vehicle Type: Battleship.

Crew: 2,120 (210 Officers, 1910 enlisted).

Troops: 360 marines (160 typically stay on board for ship defense), 72 fighter pilots, and 24 power armor pilots.


Vehicle, Robots, and Power Armors:

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

Power Armors:

 

24

Light Power Armors

Fighter Compliment:

 

36

Medium Starfighters (Commonly the SF-6 Osprey Starfighters)


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 (8):

150 each

 

Double Barrel Point Defense Laser Turrets (12):

150 each

 

Cruise Missile Batteries (4):

600 each

 

Long Range Missile Batteries (6):

400 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 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 0.55 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 2 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: Fusion with a 10 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 100,000 tons (90,700 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: Ship would cost about 20 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships can sell for 60+ billion credits because of the rarity of battleships.


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. Eight (8) Electromagnetic Point Defense 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 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 multi-warheads inflict 5D6x100 M.D.C.).

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) per launcher, per melee round, for a maximum of 96 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.).

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) per launcher, per melee attack.

    Payload: 2,304 total, 384 long range missiles per launcher.

  9. 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 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.



[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2004 & 2014, Kitsune. All rights reserved.



Return