Icaria Kythira class Tender / Repair Ship:


Located where multiple trade routes come together, the Icaria system is one of the most powerful independent star systems. Few single star systems have anything like the economic clout of the Icaria system. Most of the trade going through the system is from far flung areas of the Consortium of Civilized Worlds. In fact, the Consortium has offered membership to the system several times which were politely refused.


As an independent system and economically powerful one, there are other powers who would likely be less polite about trying to annex the system. Chief among these is the Trans-Galactic Empire but there are other power which might wish to take control of the Icaria system. As a result, the system defense fleet is extremely important and is one of the largest in the Three Galaxies for a single system and rivals some multi-system powers. The ships are also are extremely advanced, equal in most cases to the Consortium and newer Human Alliance vessels. The system does have a defense treaty with the Human Alliance as well.


While the Icaria system has extensive shipbuilding facilities, able to build ships up to the size of battlecruisers, the system still requires tenders. Considered an important part of the Icaria navy, they both perform minor repairs in system as well as dealing with emergencies outside of the Icaria star system. Most smaller system defense forces do not operate repair ships and few that do operate more than one or two.


Having just entered service, the history of these vessels is extremely interesting. With the large number of vessels operating in Icaria space, one has to expect that ships would get seized for a variety of reasons. Included in these were a number of Star Witch class medium clippers. Each were armed versions with long range missiles and military type variable shields. Usually seized vessels are sold but instead of selling these fast ships, it was decided to convert a number of these ships into repair ships.


Quite similar to the Human Alliance Button class, in fact a copy in many respects, the previous Sofades class had been long due for replacement. The older had their repair facilities upgraded throughout their careers but were comparatively slow and weapon systems were considered relatively light even though many repair ships are unarmed.


As the repair facilities had been thoroughly upgraded, it was decided to use the equipment from the Sofades class and simply transfer the equipment into the new design. The advantage would be that the cost of refitting the ships would be far less than it would cost using completely new systems.


It is unclear what is planned with the previous Sofades class. Some discussion has been given towards converting the older ship to merchant vessels but nothing has been yet to be decided. The other main option is to simply scrap the old repair ships.


While not quite as fast as most of the newer warships operated by the Icaria system, the Star Witch class are extremely fast for merchant designs with a top speed of four and a half light years per hour. Even so, they are slightly slower than the Consortium Sharlin class high speed tenders. Highly automated, the fusion plant of the Star Witch also requires a far lower crew than the anti-matter plant of the Button class.


As far as upgrading weapon systems, the two long range and medium range missile launchers are retained. Otherwise, the point defense laser weaponry are replaced by the same number of variable focus particle beams. While the lasers are considered quite capable in most cases, the particle beams are the standard point defense of Icaria naval vessels and are considered far more effective.


These ships do have slightly smaller facilities than the Button class tender but due to additional automation, the new ship is generally considered just as capable as the older repair ship. These ships have around eight hundred repair personnel. There are a total of eighty repair shops with two heavy material fabrication facilities. A large number of repair drones are also embarked.


These ships are designed to be able to make extensive repairs to smaller ships such as destroyers and corvettes. The Thyella class light cruisers are in a similar situation although they are slowly being phased out of the Icaria navy and being replaced by the Niki class light cruiser. As far as the Niki class as well as heavy cruisers and light carriers, generally these ships are limited to moderate repairs. Repairs on the battlecruisers are considered more limited however.


These ships are designed to carry four light fighters for self defense although it is expected that these ships will be escorted by multiple warships if in a hazardous region. These ships are designed for advanced repairs on fighters although most of the rebuilding of the fighters operated by Icaria navy were refitted in full shipyard facilities. A small number were however refitted by military personnel aboard these tenders. These repair ships are designed to be able to embark up to twenty transient fighters for repair.


In addition to the extensive ship repair facilities, the tenders also have facilities to deal with medical casualties. These include four state of the art operation rooms, advanced regeneration equipment, cloning banks for replacement limbs and organs, four hundred and eighty medical beds, and eighty stasis chambers. The ship has a total of one hundred and twenty medical personnel to support the medical facilities. In most cases these ships are not considered the equal of a hospital ships but are still extremely capable.


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


Model Type: SSM-2000 (Modified.)

Vehicle Type: Tender / Repair Ships.

Crew: 1,015 total [95 (10 Officers and 85 Ordinary Crew) for ships operation, 800 repair personnel, and 120 medical personnel].

Passengers / Troops: Has medical facilities for 480 patients and 80 stasis chambers.


Vehicles:

Fighter Compliment:

 

16

Mini-Tugs

 

20

Transient Fighters (Normally to be repaired)

 

4

Light Starfighters (SF-109 Stríngla Light Fighter in Icaria service)

Shuttles:

 

4

Passenger Shuttles (usually used for medical emergencies)

 

6

Cargo Shuttles

Other:

 

400

Repair Drones


M.D.C. By Location:

 

Variable Focus Particle Beam Cannon Turrets (6):

150 each.

 

Medium Range Missile Batteries (6):

300 each

 

Long Range Missile Batteries (2):

800 each

 

Outer Hull (40 x 40 ft/ 12.2 m x 12.2 Area):

100

 

Inner Hull (40 x 20 ft/ 12.2 m x 12.2 Area):

75

 

[1] Bridge:

4,000

 

[2] Main Engines (2):

5,200 each

 

[3] Main Body:

26,000

 

[4] Variable Force Field:

4,000 side (24,000 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 hull. This ship does not have an auxiliary bridge. Even if the bridge 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] 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 tender 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 military class shields and can reach 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 400 mph (643.7 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 4.5 light years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about six month worth of supplies on board for the small crew but normally does not operate for that long without resupply. Can be stretched to nine months in emergency.


Statistical Data:

Length:                980 feet (298.70 meters).

Height:                300 feet (91.44 meters).

Width:                 320 feet (97.54 meters).

Mass/Weight:      420,000 tons (381,000 metric tons).

Power System: Advanced Fusion with a 20 year life span. The ship normally only goes 5 years between refueling and refitting.

Cargo: Can carry up to 88,200 tons (80,000 metric tons) of cargo in addition to crew’s supplies. Each enlisted crew member has a small locker for personal items and uniforms. ship’s officers have more space for personal items.

Market Cost: Cost around 3.5 billion credits to convert with military versions of the Star Witch class costing around 2.2 billion credits. Cost for a new built tender of similar design would be around 8.5 billion credits and would likely sell for around 12 billion credits.


WEAPON SYSTEMS:

  1. Four (4) Variable Focus Particle Beam Mounts: These particle beams are copied from those carried on the CAF Assault Shuttle and will fire a very powerful narrow beam and can fire a scatter effect that is less powerful but is capable of striking multiple targets. The weapon system is quite useful against missiles although the cone is not as wide as Tachyon cannon sprays are (Gives +2 bonus vs fast moving targets such as missiles.) Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee round.)

    Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.

    Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.

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

    Payload: Effectively Unlimited.

  2. Two (2) 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, battery, 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.

    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 thirty (32) missiles per battery, per melee attack.

    Payload: 512 total, 256 long range missiles per battery.

  3. Six (6) Medium Range Missile Batteries: A slightly higher capacity version of the medium range missile batteries carried on a normal Merchantman. 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), or eight (8) medium range missiles per battery.

    Payload: 32 per battery for a total of 192 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



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