Princess Gwenllian Cruiser (Modified Cleopatra Class):


Originally the “Princess Gwenllian” was simply called the “Gwenllian,” a Cleopatra class cruiser. Because she served as a training vessel, she remained in active service when many of her sisters were retired. Eventually however it was decided to retire her as well. There was an effort to preserve her as a museum vessel however the operators of the trust mismanaged the funds with it suggested, but never proven, that funds had been embezzled. As a result, it appeared as if the ship was destined to be scrapped.


As luck would have it thought, a former fleet officer who had served aboard the Gwenllian years before as a junior officer was able to get a loan in order to secure the purchase of the retired cruiser. He had left military service several years before and had decided to go mercenary having joined up with a number of other retired military personnel along the way. The Gwenllian was in surprisingly good condition, far better than most similar aged cruisers which had been in independent service, and required little work to make her operational. It was considered that she would make an excellent flagship for a small mercenary fleet.


Somewhere during her long service in the Human Alliance Navy, she had acquired the nickname “Princess” perhaps because the Gwenllian the ship had been named after had been a princess. After consulting with his crew and officers, the captain decided to make it official and rename her “Princess Gwenllian.”


It was lucky that the ship needed little maintained because much of the loan went to purchasing her in the first place and left little in operating funds. Thereafter it was always a catchup with much of the income from her jobs she got going towards paying on the ship’s the loans, not leaving much more than repair costs. In addition, the crew always had to be extremely careful with expendable munitions, especially missiles. Rarely did the cruiser carry her full load of missiles.


Eventually the first captain decided to retire, turning command over to the executive officer. He tired of always fighting to keep the ship operational and had problems at times even paying the crew of the old cruiser. In turn, the former executive officer decided that she might join up with a much larger mercenary company. In fact, the company is one of the largest in the Three Galaxies although still far smaller than the Tri-Galactic Military Service.


Joining the larger company would protect her from the ship being seized by creditors while allowing the ship to receive a complete refit for the first time in many years. The agreement was that she would retain command of the Princess Gwenllian and could operate independently when not required by the company although a percentage of the profits do go back to the huge mercenary company.


The most extensive part of the upgrade was the replacement of the original capital and long range missile batteries with more modern batteries. These batteries increase the number of missiles which can be fired by approximately one third. One issue however is that the magazine space is virtually unchanged and the ship will potentially expend its missiles more quickly. Through reducing the number of mini-missiles, the number of capital missiles was able to be slightly increased. Of course, while serving for the larger mercenary company, magazines are usually kept fully stocked.


Otherwise, the 18 and 28 cm heavy particle beams, electromagnetic point defense rail guns, point defense lasers, and mini-missiles were retained. While older weapon system, they are considered adequate to their roles. Eventually the new captain would like to replace the lasers with variable focus particle beams and possibly replace the point defense rail guns with GR-1000 heavy point defense gravity rail guns.


In some places, hull damage had to be restored. It was considered too involved to replace the propulsion systems but it was much easier to replace the shield generator with a more powerful system. There had been some issue with keeping the old shield system maintained as it was. A model of generator carried on merchant ships in military service is mounted in the place of the original system. Of course, some of the upgrades are less visible such as the electronic suite and sensor array. In addition, an effort was made to reduce crew requirements where possible.


With regards to fighter compliment, while in Tri-Galactic Military Service, she usually embarks a single squadron of upgraded Vector Aerospace “Super Osprey” medium fighters. When operating independently, the embarked fighter squadron can vary with usually a freelance mercenary squadron embarked aboard. In addition, usually a couple dozen space power armors are usually embarked with knock off Silverhawk power armors being common. Otherwise, the marine compliment will vary on mission. In some cases no marines or only a partial marine compliment will be embarked to reduce operating expenses.


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 (Modified).

Vehicle Type: Cruiser.

Crew: 295 (22 Officers, 273 enlisted).

Troops: 60 marines ( typically stay on board for ship defense), 24 fighter pilots, and 24 power armor pilots.


Vehicle, Robots, and Power Armors:

Power Armors:

 

24

Space Power Armors (Commonly Silverhawk or Silverhawk “Knock Offs”)

Fighter Compliment:

 

12

Medium Starfighters (Commonly the Vector Aerospace “Super Osprey” Starfighter).


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):

1,000 each

 

Long Range Missile Batteries (4):

600 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:

4,000 a 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 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% (1,200 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: Unmodified Cleopatra class cruiser would cost about 1.6 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, such ships sell for 2.5 to 4.0 billion credits. As refitted, the Princess Gwenllian would probably be worth around 3.5 to 5.5 billion credits. Cost does not include embarked craft.


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 both).

    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. 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. 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: These replace the original cruise missile batteries. Missile has a top speed of Mach 25 in an atmosphere and has an acceleration of 10% of light per turn (far faster than any starship) in space. 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 set 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. These batteries are standard CAF batteries. 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 (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 battery, per melee round, for a maximum of 64 missiles per melee. Batteries are reloaded on the same melee and can be fired again on the next.

    Payload: 64 total, 32 cruise missiles per battery. Ship has 8 reload of missiles (512 cruise missiles reloads total.)

  6. Four (4) Long Range Missile Batteries: These replace the original long range missile batteries. Long range missile has a top speed of Mach 20 in an atmosphere and has an acceleration of 8% of light per turn (faster than any starship) in space. 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 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.) 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 long range missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) long range missiles per battery, 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. Mini-Missile in the Phase World / Three Galaxies setting are normally smart missiles.

    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 2,304 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


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