Gryphon class modified Ikazuchi Command Carrier:

(REF Three Galaxies)


When the REF started constructing a battle fleet, they needed a carrier. The Ikazuchi class carrier was perfect in most respects and Admiral Moor decided to build a modified version of the tried and true design.The modified carrier design has been produced by the REF in relatively large number and approximately half of the REF forces are this ship.


These ships always operate with a battle group protecting them and use their fighters to protect the ship. Ships of this class are named after Mythological and Supernatural creatures that can fly.


The ships have been refitted with variable shields for defense and the armor of the ships have been increased with the alloys available. The weapon systems of this class have been modified very little. The ship retains the Mega-Laser and the sixteen Zentraedi style laser cannons. The missile launchers have been retained al long range missile launchers but have been upgraded to fire the much faster missiles manufactured in the Three Galaxies. The ship normally carries twenty four pepperbox launchers but the launchers are normally loaded with decoys and jamming style cruise missiles.


The most extensive modification to the ships weaponry is that powerful point defense weaponry has been added. The ship has sixteen point defense lasers, sixteen point defense particle beams, eight tachyon scatter beams, and eight medium range missile launchers.


The biggest change in this ship class layout. The ships hanger bays were designed to be modular. The ship’s hanger bays can be modified in a manner of one week for the ship to either act as a planetary assault carrier or a fleet carrier. In planetary assault role, most of the space is set up for ground equipment and ground forces. The ship also has a hospital facility set up when in ground assault configuration. In fleet carrier role, most of the ship is configured to carry fighters instead of ground mecha. The ship does carry a large number of Cyclones for internal defense. hovertanks as an experiment.


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


Vehicle Type: SFC-4500
Class: Space Fold Command Carrier
Vehicle Type: Space; space fold command carrier
Crew: 1285 (Was 1117 but due to the additional weaponry and the addition of the variable shields, the ship now requires more crew members to operate all equipment.


Troops:
Assault Version:
310 Veritech Pilots (Not including Hover tanks), 100 Hover tank Pilots, 450 Destroid Pilots (includes Zentraedi), 500 Glitterboy Pilots, and 4000 Cyclone Riders.
Fleet Carrier Version:
900 Veritech Pilots, 60 Destroid Pilots (includes Zentraedi), 30 Glitterboy Pilots, and 2500 Cyclone Riders.


Mecha & Vehicle Compliment:

AssaultFleet
Veritech Fighters/Hover tanks: Total: 300 / 770
100300VAF-9C Contra Grav Alpha Combat Model Fighters
510VAF-9ECM Contra Grav Alphas with Hurricane Jammer.
1080VAF-9STEALTH Contra Grav Alphas with Shadow Cloaking Device.
75200VBF-3C Contra Grav Beta Combat Models.
1080VBF-3STEALTH Contra Grav Betas with Shadow cloaking Device.
2050Supers Vindicator Upgrade
800Hover Tanks
Starfighters: 10 / 30 total
620QF-4000C Star Phantom Unmanned Fighters
25QF-4000ECM Star Phantom Unmanned Fighters with Hurricane Jammer.
25QF-4000STEALTH Star Phantom Fighters with Shadow Cloaking Device
Destroids: Total: 378 / 48
600REF/RDF Excaliburs
600REF/RDF Gladiators
100RDF Mac II
200REF MAC III
600REF/RDF Raidar X
600REF/RDF Spartan
400REF Z-1 Zentraedi Battle Pod
4020REF Z-2 Zentraedi Officers Battle Pod
88REF Z-3 Cyclops that er Scout
2020REF Z-4 Micronised Female Zentraedi Power Armor Upgrade
Power Armors: 500 / 30 total
50030REEF-USA-G14E Glitterboys
Cyclones: Total: 4,500 / 3000 Total
30002000VR-052 Battlers
300200VR-048 Saber
1,200800VR-038 Light
Other Vehicles:
60MTA Titans
42Horizant Transatmospheric Shuttles


M.D.C. by location:

Forward Mega-Laser (nose):2,000
Zendraedi Laser Turrets (16):600
Point Defense Particle Beams (24):200 each
GR-1000 Rail Gun Turrets (24):250 each
Tachyon Scatter Beams (12):250 each
Long Range Missile Batteries (8):600 each
Medium Range Missile Launchers (8):500 each
Alpha Launch Bays (6):3,000 each
Hanger Doors (18):1,500 each
Main Hanger Sliding Shield (2):8,000 each
Airlock Access Hatches (many):100 each
Outer Hull (per 40 feet area):200 per 40 ft area
[1] Command Tower:40,000
[1] Emergency Bridge:40,000
[2] Main Body:150,000
[3] Main Thrusters (4):15,000
[3] Secondary Thrusters (2):5,000
[4] Main Variable Force Field:10,000 per side (60,000 total)
[5] Pinpoint Barrier (force field)(4):5,000


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 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] Depleting the M.D.C. of the main body will put the battle 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.
[3] Destruction of all four main engines will reduce the ships acceleration by 80%, destruction of Secondary engines will further reduce the ships acceleration by 15%. With all engines destroyed, the ship will only be able to accelerate at 5% of normal acceleration using maneuvering thrusters.
[4] 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
[5] The ship does not have a full force field but instead has four mobile 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 but can land on a planet if absolutely necessary.
Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. The ship could always reach 60% percent of the speed of light by its engines but due to radiation shielding, the ship was limited to 20 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.7 percent of light per melee.
Space Fold: The ship is estimated to travel a total of 100 light years per hour in normal space and 500 light years per hour in deep space such as between galaxies. This allows the ship to travel between even galaxies very rapidly. Note: When the Gryphon uses its space fold, it will also transport all vessels /objects within 2 or 3 miles. Fold drive does not work deep in a gravity well (Gravity wells interfere with fold drives)
Planet Bound: The Gryphon can land on a planet if absolutely necessary, but is not designed to maneuver in an atmosphere (uses anti-gravity and conventional propulsion).
Maximum Range: Unlimited, Combined power systems give it an estimated life of 50 years of constant use. Sublight engines and space fold offer virtually infinite range. Carries five years of supplies that could be stretched to seven in an emergency.


Statistical Data:
Length: 2,832 feet (836.2 meters)
Height: 766 feet (233.5 meters)
Width: 480 feet (146.3 meters)
Weight: 20 million tons (18.1 million metric tons)
Main Engine: 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.
Gravitational Control System: Internal and External
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 500,000 tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: The REF does not sell these platforms. Without factory support, each platform would cost about 15 billion credits each. The Kreeghor, Naruni, and the Black Market would be willing to pay hundreds of billions of credits for one of these ships for examples of the special long range laser cannons, the pinpoint barrier system, and the fold drive system.


WEAPON SYSTEMS:

  1. Main Laser Cannon (a.k.a Mega-Laser): After being in the Three Galaxies for a period of time, the REF was able to improve the output of the cannon without increasing the mount size and the mounts are slightly more powerful than the original mount. These weapons are capable of destroying frigates and destroyers in one strike and wrecking cruisers in a few hits. The cannons fire directly forward and only have a 30 degree arc of fire. These weapon systems have standard penalties to strike small targets and can be linked together for greater damage.
    Maximum Effective Range: 200,000 Miles (320,000 km) in space and 100,000 Miles (160,000 km) in an atmosphere.
    Mega-Damage: 1D6x1000 each
    Rate of Fire: Can fire ONCE per melee.
    Payload: Effectively Unlimited
  2. Sixteen (16) Zentraedi style laser turrets: The ship has eight mounts on the top of the ship and eight mounts on the bottom of the ship. Each Turret can rotate 360 and has a 180 arc of fire. These weapon systems have standard penalties to strike small targets. While the weapons are not linked together, some groups may wish to combine rolls to decrease bookkeeping.
    Maximum Effective Range: 200,000 Miles (320,000 km) in space and 100,000 Miles (160,000 km) in an atmosphere.
    Mega-Damage: 1D4x100 each
    Rate of Fire:Each turret can fire twice (2) per melee.
    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. 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.
    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: 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. Eight (8) Long Range Missile Batteries: The ships long range missile bays have been replaced by CAF style 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. 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: 2,560 total, 320 long range missiles per launcher.
  7. 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.
    Mega-Damage: Varies with medium range missile type (See revised Phase World missile tables for details.)
    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
    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).


Copyright © 1998, 1999, & 2008, Kitsune. All rights reserved.



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