Citadel Class A.R.M.D. Platform (REF Three Galaxies):


Because of the need for defense platforms, the REF has worked on a platform the would achieve their needs. The proposed goals of the platform was a defense platform with some mobility, heavy missile weaponry, and as many fighters as they can get into a hull. The REF engineers were able to come up with a weapons platform that is based on the venerable A.R.M.D. platforms used in the Earth / Zentraedi war. While these platforms are not as powerful as some navies orbital defense fortress, their movement gives them abilities that standard defense fortresses lack.


The platform looks almost identical to the original A.R.M.D. platform except the weapon mounts have been radically altered when compared to the original platform


Because the platform is only used for system defense, there was no need for any form of FTL propulsion. This meant that more of the ship could be dedicated to weapons, fighters, and shields. The ship is armed with 2 mega laser cannons which are capable of destroying destroyers in one shot and twelve Zentraedi style laser cannons for anti capital ship. The platform has the heavy missile launchers of a Warshield Cruiser. It has two cruise missile batteries and four long range missile launchers. These are supported by eight medium range missile launchers for anti missile and anti starfighter defense. These defense weapons are supported by twenty four defense lasers, twenty four gravity rail gun turrets, and twelve tachyon scatter beams for inner point defense.


For fighters, these platforms carry slightly more fighters then a pack master carrier does but only one in six of the fighters are manned. The rest are unmanned Ghost style starfighters. The station also only has troops on board the platform for defense. Because of vastly improved automation, the station only has about one third of the original crew.


Platforms design uses modified starship speed and ranges. See Revised Starship Rules for Phase World for more details.


Vehicle Type: ARMD-4G
Class: Space, Space Platform
Crew: 1100
Troops: 900 Cyclone riders, 100 Glitterboy pilots, and 600 flight personnel.


Mecha Compliment:
Veritech Fighters: 100 Total

25VAF-9C Contra Grav Alpha Combat Model Fighters
10VAF-9ECM Contra Grav Alphas with Hurricane Jammer.
15VAF-9STEALTH Contra Grav Alphas with Shadow Cloaking Device.
25VBF-3C Contra Grav Beta Combat Models.
15VBF-3STEALTH Contra Grav Betas with Shadow cloaking Device.
10Supers Vindicator Upgrade
Starfighters: 500 total
450QF-4000C Star Phantom Unmanned Fighters
10QF-4000ECM Star Phantom Unmanned Fighters with Hurricane Jammer.
40QF-4000STEALTH Star Phantom Fighters with Shadow Cloaking Device
Destroids: 30 Total
4REF Excaliburs Upgrades
4REF Gladiators Upgrade
1REF MAC III Upgrade
5REF Raidar X Upgrade
4REF Spartan Upgrade
6REF Z-2 Zentraedi Officers Battle Pod with Vehicle
6REF Z-4 Micronised Female Zentraedi Power Armor Upgrade
Power Armors: 100 total
100REEF-USA-G14E Glitterboys
Cyclones: 1000 total
750VR-052 Battlers
50VR-048 Saber
200VR-038 Light


M.D.C By Location:

Mega Laser Cannons (2, forward):1,000 each
Zendraedi Style Lasers (12, Top and Bottom):600 each
Point Defense Laser Cannons (24, Top and Bottom):200 each
GR-1000 Rail Gun Turrets (24, Top and Bottom):250 each
Tachyon Scatter Beams (12):250 each
Cruise Missile Batteries (2, Sides):1,000 each
Long Range Missile Batteries (4, Sides):600 each
Medium Range Missile Launchers (8):500 each
[1] Bridge/Communication Deck:15,000
[1] Auxiliary Bridge:8,000
Fight Deck:30,000
[2] Main Body:80,000
[3] Main Variable Force Field:10,000 per side (60,000 total)
[4] Pinpoint Barrier (force field)(4):5,000 each


Notes on Hit locations:
[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 has also has an auxiliary bridge. Even if both bridges are taken out, the station 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 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% (3000 M.D.C.) per melee
[4] The ship has four mobile shields to support the ship main shields. Each shield measures 200 ft (61 m) in diameter and can withstand 5000 M.D.C. each. Each shield regenerates all 5000 M.D.C. every four seconds. The shields when operated by a trained operator are +7 to parry (In addition to skill bonuses) and the operator has eight parries per melee (unless hand to hand gives more attacks per melee). An untrained operator has their normal parry bonuses and their hand to hand attacks only. The shields can be used to parry virtually any attack but follow special rules when attempting to parry weapons like the heavy particle beam from a Zentraedi flagship.


Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the platform to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.3 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 100 mph (161 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight
Maximum Range: Effectively Unlimited by drive system Carries two years of supplies that could be stretched to three in an emergency.


Statistical Data:
Length: 1,890 feet (576.1 meters)
Height: 210 feet (64.0 meters)
Width: 380 feet (115.8 meters)
Weight: 4.5 million tons
Power System: Anti-Matter with a 50 year life and has a Reflex Heat Pile System to power protoculture systems. The anti-matter is stored in a fourth dimensional location which removes the vulnerability of the power system from critical hits to it.
Cargo: Can carry up to 50,000 tons total extra material between the various cargo holds.
Market Cost: The REF does not sell these platforms. Without factory support, each platform would cost about 12 billion credits each. The Kreeghor, Naruni, and the Black Market would be willing to pay hundreds of billions of credits for one of these platforms for examples of both the special long range laser cannons and the pinpoint barrier system.


WEAPON SYSTEMS:

  1. Twin Main Laser Cannons (a.k.a Mega-Lasers): Mounted in the front end of the Platform. The Mega Lasers has standard penalties to strike fighters and other small targets. These weapons are capable of destroying frigates and destroyers in one strike and wrecking cruisers in a few hits.
    Maximum Effective Range: 200,000 Miles (320,000 km) in space and 100,000 Miles (160,000 km) in an atmosphere.
    Mega-Damage: 1D6x1000 (2D6x1000 for both)
    Rate of Fire:Each cannon can fire ONCE per melee.
    Payload: Effectively Unlimited
  2. Twelve (12) Zentraedi style laser turrets: Each Turret can rotate 360 and has a 180 arc of fire. 3 are located along each side of the top and bottom of platform for 6 top and 6 on the bottom (12 total). Weapon has standard penalties to hit fighters and small targets.
    Maximum Effective Range: 200,000 Miles (320,000 km) in space and 100,000 Miles (160,000 km) in an atmosphere.
    Mega-Damage: 1D4x100 M.D.
    Rate of Fire:Each turret can fire twice (2) per melee round.
    Payload: Effectively Unlimited
  3. Twenty Four (24) GR-1000 Heavy 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. Projectiles are fired from rail guns at a significant fraction of the speed of light. Twelve are on each the top and bottom of platform for twenty four total. 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: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: 10,000 Rounds (250 Bursts) each cannon.
  4. Twenty Four (24) 25 mm Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense. Each Turret can rotate 360 and has a 180 arc of fire. Twelve are on each the top and bottom of platform for twenty four total.
    Maximum Effective Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.
    Mega Damage: 3D6x10 M.D.C. each.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  5. Twelve (12) Point Defense Tachyon Scatter Beams: Six are on each the top and bottom of platform for twelve total. 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 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 Beam is in a turret that can rotate 360 and has a 180 arc of fire.
    Maximum Effective Range: 99.4 miles (160 km) with a width of 12.4 miles (20 km), range and width is one sixteenth in an atmosphere.
    Mega Damage: 2D4x10 M.D.C. each.
    Rate of Fire: Maximum of four (4) times per melee each.
    Payload: Effectively Unlimited.
  6. Two (2) Cruise Missile Batteries: One batteries are located on either side of the platform. 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 starship cruise missile launcher. Each Battery can launch on multiple targets each.
    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.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per launcher, per melee round, for a maximum of 64 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 64 total, 32 cruise missiles per launcher. Platform has 10 reload of missiles (640 cruise missiles total)
  7. Four (4) Long Range Missile Batteries: Two batteries are located on either side of the platform. 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. Each battery can launch on multiple targets each.
    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) missiles per launcher, per melee attack.
    Payload: 1280 total, 320 long range missiles per launcher.
  8. Eight (8) Medium Range Missile Batteries: Weapon system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Like other Phase world systems, weapon system range and speed has been greatly increased compared to Rifts Earth systems. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Each Battery can launch 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 missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) missiles per launcher.
    Payload: 320 per launcher for a total of 1280 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


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