New Coventry Orbital Defense Fortresses:

New Coventry is one of the single heaviest defended planets in the Three Galaxies. As their main line of defense, New Coventry has built four orbital defense fortresses to defend their planet. Some planetary defenses rely on asteroid type fortresses but New Coventry relies on these four more conventional fortresses. New Coventry does have weaponry mounted on the five moons as well. These moon based defenses formed the primary planetary defenses prior to the building of the fortresses. The main advantage of an orbital fortress in that per mass, the fortresses have far more firepower. Of course they are also far more expensive than a asteroid fortress although still cheaper than a warship with comparable firepower.

Because the Trans-Galactic Empire is considered to be one of the largest threats to New Coventry, the fortresses were designed around this threat. The largest warship that the Empire is know to operate in larger numbers in the Doombringer class Dreadnought. It was this ship in mind that New Coventry developed the orbital fortress defenses against. During times of war, the various defense platforms will likely be augmented by minefields. During times of peace, these are seen as hazardous to normal operations.

Taking five years to build each, these stations are in the shape of a cross with a thicker central area where most of the weaponry is mounted. There are towers sticking from both the top and bottom of the center. When the fortress is in combat, the general tactic is to being spinning at a high speed so that the weaponry can all concentrate on a single point if needed. It also makes it far harder to concentrate all firepower on a single point. The station is around 2500 meters wide including the arms of the station and masses around seventy-five million metric tons.

The reason why a fortress can have far more firepower for its mass than a conventional starship of a comparable mass is that the fortress do not require the mass for drive systems, either faster than light or conventional. The fortresses do have station keeping drives, something which almost all asteroid fortresses lack. In some cases, asteroid fortresses require tugs to correct their orbits. The drives on the New Coventry also allow them to spin up and be able to fire all weaponry in a single direction. Surprisingly, the New Coventry fortresses are powered by anti-matter reactors instead of fusion. Simply, fusion reactors would have required too much mass and volume and would have resulted in design comprises.

Because during times of peace, these fortresses are of limited utility except for as a deterrent, these fortresses also operate as orbital fleet bases. Each of the four arms are each designed to be able to dock any ship in the New Coventry fleet including the Invincible class light fleet carriers and Warspite class heavy cruisers. The tip of each dock is reserved for these larger vessels with four docks on the sides of each arm for smaller vessel such as destroyers. These fortresses are mainly used for resupply but are designed for minor repair work as well. As multi-role platforms, these fortresses have extensive medical facilities.

All of the heavy weaponry of these immense fortresses is located within the central portion of the fortresses. Even though armed with energy weaponry, the main firepower of these stations comes from missiles. Since New Coventry already had access to the design of the 20 cm laser mounted on the Warshield class cruiser, these were mounted instead of larger weaponry. While the development of larger weapons would have been fairly straight forward, it would have increased the cost and was considered a low priority. Sixteen of these heavy lasers are mounted. Eight heavy 8 cm gravity rail guns and four lighter 12 cm laser mounts back up the primary laser battery.

Missile weaponry is twice that of a Protector class battleship with far more in terms of reloads than the Consortium battleship. While reloads are also used to supply other vessels, never more than half the magazines are allowed to be empty. Eight capital and sixteen long range missile batteries are mounted on the orbital fortress.During times of war, these will be augmented by Pepper Box capital missile launchers. Of course like all fixed stations, the orbital fortress has a weakness against missiles fired from beyond the defensive range of the station. Starships can dodge unguided return fire missiles. Fighters launching missiles are extreme powered range is also a potential threat. Still, these platforms have incredible firepower.

Inner point defense is designed to develop with incredible missile swarms. The most important part of the inner defense battery are thirty-two medium range missile batteries. They are designed to deal with incoming missiles which managed to pass the long range missile defenses. Backing these missile batteries are thirty-two point defense particle beams, thirty-two point defense rail guns, and sixteen tachyon scatter gun mounts. It takes immense firepower to penetrate these defenses.

These stations have a huge fighter compliment, over eight hundred total. This is greater than a Packmaster class carrier. Of course the station does not carry assault equipment in addition to its fighter compliment. One hundred of the fighter compliment are heavy fighters which can make long range scouting if the Star Kingdom's warships are mostly deployed. Eventual plans are to replace all of the medium fighters with the Lightning design. Presently a mixture of Katana and Black Eagle fighters are embarked. The station does have a compliment of a thousand Silverhawk power armors and four thousand light power armors. The light power armors are for station defense in case of boarding. Boarding is a larger risk for stations than actual starships which can dodge and maneuver.

The variable shield generators are some of the most powerful mounted on any design and are as powerful as those mounted on the Protector class battleship and Doombringer class dreadnought. There is some speculation that the shield were developed from the design of the generators on the Free World Council's dreadnought. New Coventry's engineers might have been given an opportunity to study the shields and possibly even given blueprints to them secretly. The station is otherwise incredibly well armored. It also has not just a single auxiliary bridge but two auxiliary bridges so that it is much harder to disable. These stations are expected to act as command and control nodes for New Coventry's mobile forces.

Presently, New Coventry has no plans on building any additional orbital defense fortresses. Instead they are concentrating on mobile forces. New Coventry might be willing to sell designs for this station with the exception of the shield generator. Most of the other equipment in the station is common. Instead a lighter shield generator would most likely be substituted.

The orbital defense fortress design uses modified starship speed and range rules. See Revised Starship Rules for Phase World for more details.

Model Type: ODF-S1
Vehicle Type: Orbital Defense Fortress (Heavy)
Crew: 2,825 (300 Officers, 2,525 enlisted)
Troops: 4,000 Marines, 2,000 fighter pilots, and 1,000 silverhawk pilots. Can also embark thousand of civilians and has extensive flag facilities.

Vehicles:
Power Armors:
4,000Combat Environment Power Armors
1,000SH-CCW100 Silverhawk Attack ExoSkeleton
Fighter Compliment:
400CSF-4 Badger class Light Interceptors.
75SF-101LR Black Eagle medium fighter
75SF-101I-LR Storm Eagle medium interceptor
150BIF-67 Katana fighter ship
50CMS-1X Spitfire Heavy Modular Starfighter
50Naruni Starsplitter Class Star Bombers

M.D.C. By Location:
Super Heavy Laser Cannons (16):1200 each
Heavy Gravity Rail Guns (8):800 each
Heavy Laser Cannons (8):800 each
GR-1000 Large Gravity Point Defense Rail guns (32):300 each
Point Defense Particle Beams (32):200 each
Tachyon Scatterguns (4):300 each
Cruise Missile Batteries (8):1,000 each
Long Range Missile Batteries (16):600 each
Medium Range Missile Batteries (32):500 each
Outer Hull (40 ft/ 12.2 m Area):250
Inner Hull (40 ft/ 12.2 m Area):200
[1] Bridge:60,000
[1] Auxiliary Bridge One:60,000
[1] Auxiliary Bridge Two:60,000
[2] Main Body:500,000
[3] Variable Force Field:15,000 a side (90,000 Total)
Hanger Bays (8):20,000 each
Heavy Docking Mounts (4):10,000 each
Light Docking mounts (16):5,000 each

Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the stations armor. This station also has two auxiliary bridges. Even if all three bridges are taken out, the station can still fire weaponry on local control. Weapon hits near the bridges that do not penetrate the station's integrity can injure crew members on or near the bridge.
[2] Depleting the M.D.C. of the main body will put the station out of commission. All internal systems will shut down, including life support and internal gravity. The station 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% (4,500 M.D.C.) per melee round.

Speed:
Does not move; however, the station has station keeping Contra-Grav thrusters and can rotate rapidly so it can bring all weapon mounts to bear in all directions necessary. Contra-Grav Thrusters allows the station to increase its rotate at the rate of  9 degrees per melee. It takes 10 minutes to get station rotation up to 360 degrees per melee. This is normally the maximum the station will rotate at.

Statistical Data:
Length: 3,002.0 feet (915 meters) for central area and 8,202.1 feet (2,500 meters) for full station
Height: 4,084.6 feet (1,245 meters)
Width: 3,002.0 feet (915 meters) for central area and 8,202.1 feet (2,500 meters) for full station
Weight: 82.67 million tons (75 million metric tons)
Power System: Anti-Matter with a 80 year life span. The station normally only goes 20 years between refueling and refitting.
Cargo: Cargo holds are scattered about the station that allows for the storage of up to 10 million tons (9.07 million 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. Station officers have more space for personal items. Most of the station's spaces are taken up by extra ammunition, armor, troops, weapons, and other equipment.
Market Cost: 25 billion credits to build. Cost does not include embarked craft.

WEAPON SYSTEMS:

  1. Sixteen (16) 20 cm Super Heavy Laser Cannons: These weapon systems are located just above and below the arms that the Docking Pylons are on. Without ships docked, each cannon can fire out from the center and can rotate to either side or straight up or straight down. If the station is spinning, all cannons should be able to be fired on one target but if the station is not rotating, the station can fire up to 12 cannons to one side and up to 8 cannons either directly up or down. The cannons are a copy of those from a Warshield class cruiser. They are used as anti-capital ship weapons and can take out frigates in one shot and can do large amounts of damage to bases or larger starships. Up to two laser cannons can be combined together or each one used separately. Weapon has standard minuses to hit fighters and small targets for a large direct fire weapon.
    Maximum Effective Range: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an atmosphere.
    Mega Damage: 1D4x1000 MDC each and two can be combined for a total of 2D4x1000.
    Rate of Fire: Maximum of Two (2) times per melee per cannon.
    Payload: Effectively Unlimited..
  2. Eight (8) 8 cm Heavy Rail Guns: There are two located on the ends of the arms that the docking pylons are on. If the station is spinning, all rail guns should be able to be fired on one target but if the station is not rotating, up to 6 of the cannons can be fired to either side and all eight can be fired either directly up or down. Used as one of the ships secondary batteries and they are used against targets that are impervious to energy as well. System can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee) and can rotate 180 degrees.. Unclear by Palladium Books writeup is the weapons speed. In order to make weapon useful, Rail gun projectiles are fired from mounts at a significant fraction of the speed of light.
    Maximum Effective Range: 10,000 miles (16,100 km), range is 10 miles (16.1 km) in an atmosphere
    Mega Damage: 1D4x100 MDC per 80 round burst each.
    Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
    Payload: 32,000 rounds each (400 bursts).
  3. Four (4) 12 cm Heavy Laser cannons: Four of the cannons are located on each the top and bottom structure of the central area. If the station is spinning, all cannons should be able to be fired on one target but if the station is not rotating, the station can fire up to 6 cannons to one side and up to 4 cannons either directly up or down. Used as the ships secondary energy batteries. All the 12 cm laser cannons on a side may be combined as one attack or used separately. They cannot be used faster than the speed of light. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Up to two may be fired as one volley.
    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
    Mega Damage: 2D6x100 MDC each. Two can be combined for 4D6x100 Mega Damage.
    Rate of Fire: Maximum of Two (2) times per melee each.
    Payload: Effectively Unlimited..
  4. Thirty Two (32) GR-1000 Large Point Defense Rail Guns: 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. Rail gun projectiles are fired from mounts at a significant fraction of the speed of light. Cannon uses a 30 mm projectile.
    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
    Mega-Damage: 40 round burst does 4d6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: 10,000 Rounds (500 Bursts) each cannon.
  5. Thirty Two (32) Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense. Each Particle Beam is in a turret that can rotate 360 and has a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Maximum Effective Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.
    Mega Damage: 3D6x10 MDC each.
    Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
    Payload: Effectively Unlimited.
  6. Sixteen (16) Tachyon Scatter Guns: The main purpose of this system is as an anti-missile point defense. They do this by firing a wide blast that affects all targets in a cone 12.4 miles long and 3.1 miles wide in an atmosphere that can destroy whole volleys of missiles before the strike the ship (Roll once against a volley and unless the missiles roll to dodge greater than strike roll, they are all destroyed.) The stream lasts for significant fraction of a second and missiles tend to run into the stream (Gives +4 bonus vs fast moving targets such as missiles.) This system has an interesting property that the system can actually be used at FTL speeds because Tachyons travel faster than the speed of light.. Each Tachyon Scatter Gun is in a Turret that can rotate 360 and has a 180 arc of fire.
    Maximum Effective Range: 49.6 miles (80 km) with a width of 12.4 miles (20 km), range and width is one quarter in atmosphere.
    Mega Damage: 2D4x10 MDC each.
    Rate of Fire: Maximum of four (4) times per melee each.
    Payload: Effectively Unlimited.
  7. Eight (8) Cruise Missile Batteries: All cruise missile batteries are mounted on the centerline between the arms. Because the batteries have far less rotational ability, the ability to launch missiles in all directions compared to the projectile and beam weapons. If the station is rotating, generally this is not a problem and all batteries can fire in any direction but if the station is stationary, a maximum of four batteries can be fired to the sides and no batteries can be fired either up or down. 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 still cruise 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 Phase World Missile Tables for details (Anti-Matter does 4D6x100 MDC).
    Rate of Fire: One at a time or in volleys of 2, 8, 16, or 32 per launcher, per melee round, for a maximum of 256 missiles per melee. Batteries are reloaded on the same melee and can be fired again on the next.
    Payload: 256 total, 32 cruise missiles per launcher. Station has 20 reload of missiles for each launcher (5,120 cruise missiles total)
  8. Sixteen (16) Long Range Missile Batteries: One of the batteries are mounted on each the arms firing upwards and one is mounted on each of the outriggers to fire downwards for at total of eight. Four are located on the top and bottom central towers firing to the sides. The station is designed to have four fire towards the top and four fire down to protect those sides. If the station is spinning, eight can fire to either side. If the station is not spinning, a maximum of four can be fired to either side. 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 still cruise 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 Phase World Missile Tables for details (Fusion does 2D4x100 MDC).
    Rate of Fire: One at a time or in volleys of 2, 8, 16, or 32 per launcher, per melee attack.
    Payload: 10,240 total, 640 long range missiles per launcher.
  9. Thirty Two (32) Medium Range Missile Batteries: 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 (See Phase World Missile Tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of 2, 4, 8, or 16 per batteries.
    Payload: 640 per launcher for a total of 20,480 medium range missiles.


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