Icaria Akon (Javelin) class Patrol Corvette:


Even though a large percentage of the population of the Three Galaxies lives inside the sphere of one of the major powers such as the Consortium of Civilized Worlds and the Trans-Galactic Empire, there are vast numbers of smaller powers scattered the galaxies. Quite a number are single star systems. Most are not wealthy but there are some exceptions.


One of these exceptions is the Icaria system. Luck placed the system on the crossroads of multiple trade routes. As a result, a vast amount of wealth travels though the system. Interestingly enough, first the Human Alliance and later the Consortium offered membership to the system. These were put to planetary referendum and actually defeated. Few systems would not accept such because there is always danger of less friendly offers from such powers as the Trans-Galactic Empire.


The Icaria system does have defense treaties with the Human Alliance which helps keep powers such as the Kreeghor empire from becoming too interested. However, the system also has an extremely powerful navy for a system its size. While many smaller navies rely on cast off vessels of the major powers, again the Icaria navy is different in that they largely build their own and have shipyards to build ships up to battlecruiser class. Early on, they technology was largely based on Human Alliance designs although recently they have begun diverging in their technology.


Destroyers form the backbone escort forces of the Icaria navy but instead of relying on them for scouting as well, the navy relies on patrol corvette designs for scouting duties. While operated in far smaller numbers than destroyers, they are still a vital part of the Icaria navy. The design is how the Human Alliance Falchion concept might have developed if the Ferret class corvette was not built in vast numbers.


With the introduction of faster than light capable heavy fighter designs such as the Proctor, the scout role among many powers has been assigned to these fighters. The Icaria navy rejected however the adoption of heavy fighters in this role. Arguments given include the fact that patrol corvettes are seen as being far more survivable sd well as being able to sustain much longer independent operations.


In general, the Icaria system only offers retired ships for sale with corvettes being an exception. The Akon class patrol corvette has been retired in Icaria, having been replaced by the Lonchi class, but had been produced in relatively large numbers for export prior to retirement. Such corvettes are operated by a number of smaller navies in a variety of missions even operating in a more destroyer type role. The ships are also is quite popular among mercenaries. Part of the reason why the patrol corvette is so popular is due to being comparatively affordable. Some adventurers also operate these ships as exploration vessels.


Even though there are a number of superficial similarities to the Falchion class corvette, the Icaria patrol corvette design is not based on the Human Alliance design. In addition, it is slightly larger and is a far more advanced design. For their time, these ships are quite well armored and shielded. Part of the similarity in basic design is that both of the patrol corvette designs are built around its heavy energy weapon and large bays.


In the case of the Akon, the corvette is built around an 18 cm heavy particle beam. It is a special design which is shorter ranged than a standard anti-ship particle beam although is still incredibly powerful. Due to power requirements however, the ship uses a capacitor with a limited number of shots. Once the capacitor is discharged, the rate of fire is reduced to one third.


Even with its extremely powerful energy weaponry, the patrol corvette is expected to engage in missile combat far more often. The ship has two large bays and four smaller bays for engaging in missile combat. Each of the larger bays can carry up to eight capital missiles or sixteen long range missiles. Located on the wing roots, the smaller bays are limited to medium range missiles with the ability to carry up to sixteen in each bay. These ships originally did not have any missile hard points on the wings but later ten external hard points were added to each wing. As far as is known, all of the corvettes have been modified in this manner.


In addition to the main particle beam battery and missiles, these ships are also fitted with lighter weaponry. In the nose on either side of the main particle beam is a pair of rail guns. These are designed to engage fast moving targets such as fighters and other small craft. In addition, the corvette mounts a pair of light laser turrets for self defense, especially against missiles, with one mounted above and below the fuselage of the vessel.


Interestingly, even though the Akon is a much older design than the Proctor heavy fighter, it is just as fast in both normal space and in faster than light travel as the Consortium design. For such a larger vessel, the Akon is quite maneuverable in an atmosphere. Most destroyers operate an anti-matter plant as the main reactor. It was decided early on that the Akon would use an advanced fusion plant instead. Fusion plants are considered much safer when used in an atmosphere. Still, the fusion plant is much larger than an equivalent anti-matter plant would be and can only operate for ten years between refueling.


As far as crew, these patrol corvettes are designed to be operated by a standard crew of twelve although can be effectively operated by only eight. The crew often only has a single officer aboard although two are embarked in some cases. There is no provision for embarked troops although up to six passengers can be embarked in addition to the standard crew.


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


(Note: The power system is fusion not anti-matter because the author’s opinion is that anti-matter is to dangerous to be used in vehicles that may be used in an atmosphere. If a starship powered by anti-matter was to detonate in an atmosphere it would cause huge planetary damage. At GM option, this can also be applied to all starfighters or this corvette can be changed to anti-matter.)


Model Type: INF-PC-10. 

Vehicle Type: Patrol Corvette.

Crew: 12 (1 or 2 officers normally) - Can be operated effectively by a crew of 6.

Troops / Passengers: 6 Maximum.


M.D.C. By Location:

 

18 cm “Short” Particle Beam Cannon (1, nose):

650

 

10 mm Electromagnetic Rail Guns (2, nose):

100 each

 

Double Barrel Point Defense Laser Turrets (2):

150 each

 

Heavy Missile bays (2, Fuselage):

180 each

 

Medium Range Missile bays (4, Fuselage / Wing Roots):

100 each

 

[1] Bridge:

650

 

[2] Main Body:

2,100

 

[3] Variable Force Field:

800 a side (4,800 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 does not have an auxiliary bridge. Even if the bridges is 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] Depleting the M.D.C. of the main body will put the corvette out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.

[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (240 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 50 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 1.0 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 3 (2,224.4 mph / 3,579.8 kph), can enter an atmosphere because flight system is by contra grav. When loaded down with external ordinance, corvette’s top speed in an atmosphere is Mach 2.5 (1,853.6 mph / 2,983.1 kph).

Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 4.0 light years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about eight months years worth of supplies on board although can be stretched to twelve in an emergency.


Statistical Data:

Length:                263.29 feet (80.25 meters).

Height:                40.19 feet (12.25 meters).

Width:                 83.66 feet (25.5 meters) the body or 146.82 feet (44.75 meters) at the wing body.

Mass/Weight:      1,791 tons (1,625 metric tons).

Power System: Advanced Fusion with 10 year life span. The ship normally only goes 4 years between refueling and refitting.

Cargo: Cargo holds are scattered about the ship that allows for carrying up to 22 tons (20 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 280 million credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. These ships normally sell for 350 to 400 million credits. Manufacture of these corvettes has only be relatively recently discontinued.


WEAPON SYSTEMS:

  1. One (1) Nose Mounted 18 cm “Short” Particle Beam: Mounted in the nose of the corvette is a short barrel particle beam. While it does not have the range of a standard heavy particle beam, has a similar output and is extremely powerful. Due to high power requirements, uses a capacitor to be able to rapidly fire for a short period. Mostly used against large vessels, when used against small targets (Fighters, missiles, and power armors) they have a penalty of -5 to strike. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Cannot be combined with the forward firing rail guns.

    Maximum Effective Range: 25,000 miles (40,230 km) in space and 25 miles (40.2 km) in an atmosphere.

    Mega Damage: 3D6x100 M.D.C.

    Rate of Fire: Maximum of three (3) times per melee (Reduce to one (1) shot per melee round after one minute of firing.)

    Payload: Has a capacitor which allows for firing the particle beam twelve (12) times allowing for one minute of full fire. Afterwards limited to one shot per melee round.

  2. Two (2) Forward Firing 10 mm Electromagnetic Rail Guns: Unlike most of the rail guns used on Phase World Starships, these are standard electromagnetic rail guns. The rail gun still fires projectiles at incredible velocities compared to rail guns on Rifts Earth and projectiles are fired from rail guns at a significant fraction of the speed of light. It is used as an anti-Starfighter and missile weapon and against targets that are impervious to energy. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Cannot be combined with the main particle beam.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.

    Mega-Damage: One rail gun: 3D6x10 for a 80 round burst. Two rail guns combined: 6D6x10 for a combined 160 round burst. Both rail guns combined cost a single attack.

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

    Payload: 32,000 rounds (200 two gun burst) total. Each rail gun has 16,000 Rounds (200 Bursts.) Ammunition cannot be switched between rail guns.

  3. Two (2) 2 cm Point Defense Lasers in Double Mounts: Mounted above and below the fuselage of the corvette. Used as 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.C.

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

    Payload: Effectively Unlimited.

  4. Two (2) Heavy Missile Bays: The corvette has two heavy missile bays. Each missile bay can carry eight cruise missile or sixteen long range missiles. Each bay must carry all the same type ordnance although different bays can carry different ordnance. A Cruise missile is normally carried when on an anti-capital ship role and long range missiles when fighting other starfighters. Cruise Missiles have 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.) Long Range Missiles have 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, missiles 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 the target does not move and missile when dead at -25% to detect.) Cruise missiles have minuses to hit small targets but all missiles are all considered smart missiles.

    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 and 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 (Cruise Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) missiles.

    Payload: Eight (8) cruise missile or sixteen (16) long range missiles per missile bay (maximum of 16 cruise missiles or 32 long range missiles.)

  5. Four (4) Medium Range Missile Bays: In the fuselage of the corvette are four medium range missile bays mounted along the “wing roots”. Weapon system is used for hitting enemy robots, fighters, and long range and cruise missiles. 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. Weapon system can be used on multiple targets.

    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 (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.

    Payload: 16 medium range missiles per bay for a total of 64 medium range missiles.

  6. Ten (10) Missile Pylons: Not mounted on original design but later refitted. On the underbelly of the corvette are ten missile racks that allows the corvette to carry one cruise missile, two long range missiles, or four medium range missiles. The corvette has five hard points on each wing. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. Cruise missile are normally carried when on an anti-capital ship role and long range or medium range missiles when fighting other starfighters. Cruise Missiles 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.) Long Range Missiles have 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.) Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. 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. Missiles can be launched on multiple targets simultaneously.

    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, 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, and Medium Range Missiles 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 & Properties: See revised Phase World missile tables for details (Cruise Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), four (4) missiles, or five (5) missiles.

    Payload: One (1) Cruise Missile, two (2) Long Range Missiles, or four (4) Medium Range Missiles per pylon (Maximum of 10 cruise missiles, 20 long range missiles, or 40 medium range missiles.)



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2014, Kitsune. All rights reserved.



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