Illustria Battleship (Converted Yamato class Battleship):


One of the most common battleship classes of the Three Galaxies, the Yamato class originally entered service with the Human Alliance and later the battleships served in the Consortium Navy. A number remain in service with the Human Alliance and the Consortium retains a number in reserve. In fact, the Human Alliance is upgrading a number of the old battleships.


Over the years, the two militaries have retired a number of these battleships and these ships have ended up in the hands of independent forces. These include a small number both within and outside of Consortium space. A comparative handful have even ended up in the hands of mercenary forces.


The battleship that became the Illustria was one of the older Yamato class battleship and she had sat in mothballs for many years. Over the years, she had been used as a source of spare part for her sisters still in active service. Eventually it was decided to sell the old battleship for scrap, largely having been stripped by that time.


While not quite as large as the Tri-Galactic Military Service, the mercenary company named “Viridomaros’ Hawks” is one of the larger companies of the Three Galaxies. Hearing about an old battleship being sold as scrap, the commander decided to try to acquire the warship with an aim to refit it as the company’s flagship. While most of the weapons and other systems were stripped, the hull and frame were still in excellent condition.


Even though the propulsion systems were stripped from the battleship, a phase gate drive enabled the company to move the old battleship to Phase World where some of the initial refitting could be done. It was decided that once the ship was able to move between systems, it would go to the shipyards of the Tri-Galactic Military Service for a more complete refit. Even though the two mercenary companies often compete with each other, the Tri-Galactic Military Service still will refit ships for their competition as long as the price is right.


It was decided that a mixture of military and civilian systems would be used in the rebuilding of the old battleship which by this time had be renamed the Illustria. Early on, one issue was that older components would be hard to come by and new systems would need to be adapted to the old warship. When completed, the Illustria became one of the most effective and powerful older refitted battleship, almost the equal of a modern battleship.


Very rarely are the propulsion systems of battleships refitted because it is almost as costly as building a new warship. However, few mercenary companies ever are able to get access to a battleship, even a stripped one. Of the refitting of the warship, the replacement of the propulsion systems and the power systems was the most expensive and difficult.


It was decided to replace the original faster than light propulsion systems with one from a “Star Emperor” class fast merchant ship, give the vessel a top speed of four and a half light years per hour. The normal space drives however were an issue because the merchant ship’s drives were actually slower than the battleship’s original drives even though the merchant drives are more efficient. It was decided to augmented the replacement drives with a pair of secondary drives.


While virtually all merchant designs use fusion plants, such a plant simply could not produce enough power for the refitted battleship’s systems. As a result, a modern anti-matter reactor replaced the original reactor. In addition, the backup fusion systems were replaced by modern fusion plants.


Even though the frame of the battleship was still solid, the replacement of the propulsion systems and anti-matter reactors required a large rebuilding. There was an opportunity to augment the armor of the old warship while the vessel was being rebuilt. While many of the systems of the shield generator were stripped out, the basic system was able to be repaired. Otherwise, it would have been nearly impossible to replace with a system as powerful as the original generator.


In regard to weapon systems, missile batteries were considered a priority as far as upgrading. Both the capital and long range missile batteries are replaced by modern missile batteries which have the ability to fire larger missile volleys although the original magazines are retained. In normal service, the mercenary battleship does not carry any anti-matter warheads but instead carries mainly fusion warheads. Still, the missiles usually have smart or brilliant guidance systems.


It was decided to strip the mini-missile batteries and they were replaced by eight medium range missile batteries. A modified merchant missile battery design, these medium range missile batteries can engage targets at a much greater range than the original mini-missile batteries. With regards to magazines, the battleship has about twelve hundred medium missiles total, actually less magazine space than either the capital missile magazines or long range missile magazines.


As with the missile batteries, most of the energy weaponry had been stripped from the old battleship. However, it was decided that the ship would mount particle beams instead of slightly longer range lasers. Mainly pulled from other old vessels having been retired or being upgraded, they were far cheaper than more modern energy weaponry would be. Originally weaponry was six forty centimeter particle beams, two eighteen centimeter particle beams, and eight twelve centimeter lasers. It was decided that the lasers would be stripped and would instead mount six forty centimeter particle beams and eight eighteen centimeter particle beams.


The point defense batteries are a mixture of more modern and older systems. The twelve point defense batteries are replaced by sixteen variable focus particle beams. Originally developed for the Consortium assault shuttle but mounted on a number of vessels, these are more powerful than the lasers they replace and are extremely effective against missile volleys. However, it was decided to retain the original twelve electromagnetic rail gun mounts. As an older weapon system, these electromagnetic rail guns are extremely reliable and far less expensive than GR-1000 gravity rail guns would have been.


In return for a larger fighter compliment, the troop compliment are vastly decreased and embarked ground vehicles are completely deleted. In addition, assault shuttles are eliminated. The upgraded fighter compliment includes six squadrons of light fighters and four squadrons of medium fighters. In addition, the battleship embarks a full squadron of heavy fighters. The fighter compliment includes a mixture of refitted older fighters and modern fighter types. Almost one hundred space power armors are embarked in total, a mixture of Silver Hawk armors and knock off designs. For shipboard defense, almost two hundred knock off K-Universal power armors are carried aboard.


One major advantage of the upgrades is the crew compliment could be vastly decreased due to additional automation. In addition, the civilian systems often require far smaller crews than similar military systems. The battleship can actually be operated by a crew of around twelve hundred. With the reduction of troop compliment, quarters could be vastly improved. As one might expect, the entire electronic warfare and sensor suite is replaced by modern systems.


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


Model Type: SB-43 (Modified).

Vehicle Type: Battleship.

Crew: 1,220 (110 Officers, 1,110 enlisted).

Troops: 1,000 (Includes 96 space power armor troops, 192 light power armor troops, 300 fighter pilots / crew).


Vehicle, Robots, and Power Armors:

Power Armors:

 

24

Consortium SH-CCW 100 Silver Hawk Power Armors.

 

192

“Knock Off” Kittani K-Universal Power Armors.

 

72

“Knock Off” Silver Hawk Power Armors.

Fighter Compliment:

 

24

Bushido Industries BIF-67 Katana Medium Starfighter.

 

12

Consortium LRF-25 Proctor Long Range Star Fighters (Bomber Conversions.)

 

24

Mercenary MSX-128 “Hyena” Light Starfighters.

 

12

Ross Aerospace MSX-128-ICE “I.C.E. Hyena” Light Starfighters.

 

24

Vector Aerospace SF-6 “U” Super Osprey Medium Starfighter.

 

36

Vector Aerospace SF-9 “U” Super Vixen Light Starfighter.


M.D.C. By Location:

 

40 cm Main Particle Beam Batteries (2, 3 particle beams each):

4,000 each.

 

18 cm Secondary Particle Beam Batteries (8):

1,000 each.

 

Point Defense Electromagnetic Rail Gun Turrets (12):

150 each.

 

Variable Focus Particle Beam Cannon Turrets (16):

150 each.

 

Cruise Missile Batteries (2):

800 each.

 

Long Range Missile Batteries (8):

500 each.

 

Medium Range Missile Batteries (8):

500 each.

 

Outer Hull (40 ft/ 12.2 m Area):

200.

 

Inner Hull (40 ft/ 12.2 m Area):

120.

 

[1] Bridge:

55,000.

 

[1] Auxiliary Bridge:

55,000.

 

Hanger Bays (2):

60,000 each.

 

[2] Main Engines (2):

35,000 each.

 

[2] Secondary Engines (2):

15,000 each.

 

[3] Main Body:

220,000.

 

[4] Variable Force Field:

12,000 a side (72,000 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. Destruction of secondary engines reduce top speed by one quarter.

[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% (3600 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 0.80 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 4.5 light years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about four years worth of supplies on board.


Statistical Data:

Length:                3,600 feet (1,097 meters).

Height:                550 feet (167.6 meters).

Width:                 850 feet (259.1 meters).

Mass/Weight:      14 million tons (12.7 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 400,000 tons (362,900 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: AYamato class battleship cost about 40 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. If she was sold, it is likely that the battleship would cost 120+ billion credits because of the rarity of battleships. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Two (2) 40 cm Main Particle Beam Batteries (6 Particle Beams Total): Mounted along the sides of the hull are two mounts with three 40 cm particle beams on each mount. While these weapons are not quite as powerful as the 40 inch laser batteries on the Protector, they are quite powerful and capable of taking out huge targets. Each battery can fire at up to three different targets or can be combined on one target. 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 two 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: 1D6x1,000 M.D.C. each Particle Beam. All three in a battery can be combined to inflict 3D6x1,000 M.D.C..

    Rate of Fire: Maximum of three (3) times per melee per particle beam (Battleship has 6 cannons so ship can fire a total of 24 single shots from the main battery per melee round.)

    Payload: Effectively Unlimited.

  2. Eight (8) 18 cm Secondary Particle Beam Batteries: These 18 cm particle beams are mounted in the forward area and sides of the ship. Six of the particle beams replace the eight 12 cm lasers. 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. Twelve (12) 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. 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.

  4. Sixteen (16) 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. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).

    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.

  5. 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. This launcher is a standard CAF launcher. 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 and Fusion multi-warheads inflict 3D6x100 M.D.C. each.)

    Rate of Fire: Can fire cruise missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) cruise missiles per launcher, per melee round, for a maximum of 128 cruise missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.

    Payload: 128 total, 32 cruise missiles per launcher. Ship has 16 reload of missiles (2,048 cruise missile reloads total).

  6. Eight (8) 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.

    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-two (32) long range missiles per launcher, per melee attack.

    Payload: 1,920 total, 240 long range missiles per launcher.

  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 battery for a total of 1,280 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


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