HAFS Cleopatra Cruiser (Upgraded Boadicea):


In the early years of the Human Alliance, the Boadicea was the primary cruise class. The Cleopatra was one of the last vessels of the class built. Compared to the standard Boadicea class, the Cleopatra and a handful of other ships were significantly modified from the base design. While in most cases the Cleopatra is normally considered part of the standard Boadicea class, a number of military historian consider the Cleopatra and her sisters to be a special sub-class called the Cleopatra sub-class.


Supporting this, there was a significant time period between the last of the original Boadicea class and the

Cleopatra being laid down. These cruisers mounted a number of new systems later used in the Everest gun cruisers and Natasha Kurganov class missile cruisers. There were some fleet officers who would like to have a larger number of the Cleopatra sub-class built.


The Cleopatra and her sisters were also the last Boadicea class which were retired and were retained far longer than the standard Boadicea class. In fact, the last of the Cleopatra sub-class were retained in inactive reserve status until just a few decades ago. Still, the Cleopatra and her sisters have all been completely retired from Human Alliance service.


Even so, a number of these old cruisers have found their way into the hands of smaller military forces and mercenary companies. In comparison to the standard Boadicea class, the Cleopatra sub-class is still considered reasonably effective with only modest electronic warfare upgrades. Few military experts expect these ships to be completely retired any time within the foreseeable future. Because these ships share many of the systems of the Kurganov and Everest classes, it is far easier to maintain these cruisers.


One of the most important changes to the Cleopatra was the replacement of the original fusion plant with a far more powerful anti-matter plant. In addition to being far more compact, the anti-matter power plant produces much greater power. In addition, the Cleopatra design could operate for over twice as long between being refueled. The main anti matter plant is backed up by fusion backups in a similar manner to most more modern vessels.


Much of the additional power available is used for the ship’s drives. In normal space, the Cleopatra design has twenty percent greater acceleration than the standard Boadicea class. In faster than light travel, the ship is forty percent faster with a top speed of three and a half light years per hour.


A second reason for the extra power is due to having more powerful variable shields. These shield generators actually were less massive than those they replaced. Hull armor is also improved for greater ability to withstand damage mostly through the use of stronger composites and alloys. Still, the ship is less well armored that the Natasha Kurganov class missile cruisers.


Weaponry has only comparatively minor modifications. Probably most important is that the ship’s capital missile magazines are increased by about twenty-five percent. When the ships first entered service, anti-matter warheads were just entering service as well. Those remaining in service in various minor militaries however usually use fusion warheads. Long range and mini-missile magazines are not increased compared to the standard Boadicea design.


The main 28 cm particle beams are retained with the four 12 cm heavy lasers are replaced by two 18 cm particle beams. While total output is slightly lower, range of the particle beams are greater. For point defense batteries, the eight light lasers are retained. The Cleopatra carries eight point defense rail gun mounts in place of the six mounts carried on the standard Boadicea class.


The new systems allow the Cleopatra sub-class to be operated by a slightly smaller crew than the older Boadicea class vessels. Identical to the standard Boadicea, original fighter compliment was twelve Osprey class medium fighters although the surviving cruisers carry a variety of different compliments. A number of ships also carry light fighters in the place of the light fighters which allow a compliment of eighteen fighters. Marine compliment is increased from forty to sixty with up to twenty four combat power armors. Some still in service might operate Silver Hawk power armors.


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


Model Type: CL-06 Flight III.

Vehicle Type: Cruiser.

Crew: 322 (24 Officers, 298 enlisted).

Troops: 60 marines ( typically stay on board for ship defense), 24 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:

12

Light Power Armors

Fighter Compliment:

12

Medium Starfighters (Commonly the SF-6 Osprey Starfighters)


M.D.C. By Location:

28 cm Main Particle Beam Batteries (2):

1,500 each

18 cm Secondary Particle Beam Batteries (2):

1,200 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

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:

6,500

[1] Auxiliary Bridge:

6,500

Hanger Bay:

5,000

[2] Main Engines (2):

8,000 each

[3] Main Body:

30,000

[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 0.8 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 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:                580 feet (176.8 meters).

Height:                145 feet (44.2 meters).

Width:                 240 feet (73.2 meters).

Weight/Mass:      115,000 tons (104,300 metric tons).

Power System: Anti-Matter with a 25 year life span. The ship normally only goes 7 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 5,000 tons (4,540 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 1.6 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships sell for 2.5 to 4.0 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. combined.)

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

    Payload: Effectively Unlimited.

  2. Two (2) Secondary 18 cm Particle Beam Batteries: These 18 cm particle beams are also 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.

  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. Rail guns use 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 guns inflict 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 multi-warheads inflict 5D6x100 M.D.C. each and Fusion multi-warheads inflict 3D6x100 M.D.C. each.)

    Rate of Fire: Can fire 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 10 reload of missiles (480 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 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. 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.



[ 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. ]


Image drawn and copyrighted by "MK01".

More "MK01" artwork at DeviantArt


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



Return