Ruardiss Nyada “Patricus” class Heavy Cruiser (Modified Lictor class):


Out beyond the borders of the Consortium of Civilized Worlds, in the fringes, is a system called Ruardiss Nyada. The system was originally settled by Wolfen right after the formation of the Consortium. There were a number who did not wish to join the government and decided to become independent. Since the formation, a number of different sentient have joined the population with a healthy number of non-Wolfen among those considering themselves part of the planet’s citizenry.


Where the system was discovered was in an area of space which would be at best considered partially explored and even today is not explored as well as many other areas within the Three Galaxies. There were known threats such as pirates but the system has been threatened a number of times by unknown threats as well. Recently, a new threat has also emerged. The Caramelles Kingdom has been steadily becoming more powerful. Ruled by human supremacists, the empire is relatively close in cosmological terms and has an extremely powerful military.


Because of the various threats, from the beginning the system had a powerful military. The core of the military officers and enlisted came from Wolfen military personnel who were demobilized with the formation of the Consortium of Civilized Worlds. The military did not remain a Wolfen only organization however and as other sentient beings joined the planets population, they were also welcomes into the military. Still, as with the planet’s population, the majority of the military’s personnel are Wolfen.


When the expedition set off to the system that became Ruardiss Nyada, it was commanded from a Lictor class heavy cruiser. Since then an additional cruiser was acquired by the fleet. Actually, the navy did not set out to purchase another heavy cruiser but it was accidental. The ship was acquired by a Wolfen merchant for its scrap value from a self defense force which was discarding it. It was in far better shape than she thought and she sold it to the Ruardiss Nyada for a fraction of what it was worth. Even so, many of the weapons system were damaged and the ship required extensive rebuilding. Currently, the system has no plans on acquiring any additional heavy cruisers.


While these heavy cruisers are by far the most powerful warship in the Ruardiss Nyada fleet, they are not well liked by their crews. Probably the main reason is that their acceleration is not quite as good as the other ships in the fleet which requires any escorts to slow down in order to stay with these heavy cruisers. In addition, they require far larger crews than any of the smaller warships.


Interestingly, in spite of their unpopularity, these cruisers are the most heavily modified military vessels within the Ruardiss Nyada. In fact, the rebuilding was not within the scope of the systems shipyards and instead they were sent to the Tri-Galactic Military Service shipyards for their rebuilding. The system shipyards are limited to the rebuilding and refitting of smaller vessels. As one might expect, as a result of the rebuilding, the cruisers are the most expensive vessels the system operates.


Even though most crews prefer smaller vessels, these ships are an important part of the fleet. They are the only ships actually large enough to act as flagships. Trying to command a task force from the bridge of a destroyer or a scout carrier is practically futile. Both cruisers have been extensively modified to operate as flagships. While it can still command the ship, the secondary bridge has been converted to a flag bridge.


While some of the weapon systems are retained, a great deal are stripped out and replaced by new weapon systems. Of the original systems, the two 20 cm lasers, four of the eight 10 cm particle beams, the eight electromagnetic rail guns, and six of the eight medium range missile batteries were retained. Four of the eight particle beams, all of the capital missile launchers, and all of the point defense lasers were stripped. Except for the point defense lasers, stripped weapon systems are retained by the Ruardiss Nyada navy as spare parts for repairs. In their place, the heavy cruiser mounts two modern capital ship batteries, four long range missile batteries, and eight variable focus point defense particle beams.


Unlike most of the ships operated by the Ruardiss Nyada’s navy, the shield generators on the heavy cruiser are vastly upgraded. The new variable shields are two thirds stronger than those replace. Additionally, the electronics including both sensors and fire control are vastly upgraded. Propulsion would have required even more of a rebuild than these ships were subject to and would have been incredibly expensive. While not up to modern Consortium standards, the faster than light speed is still considered good. As well, even though the acceleration is often criticized, it is still quite good for a warship the size of the heavy cruisers.


Initially these cruisers had a light squadron (eight fighters) of the Gladius medium fighter and a full squadron (twelve fighters) of the Falx Supina light fighter. Eventually, it was decided to replace the fighters. Unfortunately, the modern versions of the two fighters were not available and most other advanced fighter designs were simply too expensive. The Bushido Industries “Katana” fighter was looked at to replace the Gladius but were twice as expensive as the fighters which they replaced.


In the end, the Bobcat fighters, originally planned for replacing the navy’s light fighters replaced both the light fighters and medium fighters embarked aboard the cruiser. One advantage was that a full two squadrons could be embarked. As flag ships, it was decided that these ships would have the priority with regards to new fighters. As a result, both of the cruisers have one squadron of the new Bearcat fighter.


For power armors, the Silverhawk power armor were not available in the numbers required and were quite expensive. If the armored had to be partially acquired through the black market, they would have been even more expensive. As a result, it was decided to adopt the Stormcrow space exoskeleton. A knock off design from the Silverhawk, they are still an excellent power armor design. It was also decided to increase the space power armor compliment from twenty to thirty-six. The normal troop compliment is cut from one hundred and forty to eighty troops however they are outfitted with “knock off” designs of the K-Universal.


An effort has been made to reduce personnel through automation. A standard Lictor class heavy cruiser requires the personnel of almost twenty Hunter class destroyers. Even though crew compliment is reduced, the ship still requires over four hundred personnel as far as manning. Around one third of ship’s crew are embarked aboard the two heavy cruisers. Interestingly, the two cruisers have the most comfortable crew quarters in the fleet in spite of their unpopularity. The two heavy cruisers have a higher manning of non-Wolfen than most warships in the Ruardiss Nyada fleet.


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


Model Type: CCA-200-B (Upgraded.)

Class: Heavy Cruiser.

Crew: 412 crew members (38 officers and 374 enlisted).

Troop Capacity: 80 marines, 36 fighter pilots, and 36 silver hawk pilots. Can carry up to 40 passengers in addition to troops and crew (generally flag personnel).


Vehicle, Robots, and Power Armors:

Power Armors:

 

80

“Knock Off” Kittani K-Universal Power Armors.

 

36

SC-MM-1000 Stormcrow Space Combat Exoskeletons.

Fighter Compliment:

 

12

Consortium SF-128 Bobcat Light Starfighter.

 

12

Consortium SF-135 “Bearcat” Light Starfighter.


M.D.C. by Location:

 

20 cm Main Laser Cannons (2):

1,200 each.

 

10 cm Heavy Particle Beam Cannons (4):

650 each.

 

Electromagnetic Point Defense Rail Gun Turrets (8):

400 each.

 

Variable Focus Particle Beam Cannon Turrets (8):

300 each.

 

Cruise Missile Batteries (2):

1,000 each.

 

Long Range Missile Batteries (4):

800 each.

 

Medium Range Missile Batteries (6):

450 each.

 

Outer Hull (40 ft/ 12.2 m Area):

150.

 

Inner Hull (40 ft/ 12.2 m Area):

100.

 

[1] Bridge:

10,000.

 

[1] Auxiliary Bridge:

10,000.

 

Hanger Bay:

10,000.

 

[2] Main Engines (2):

15,000 each.

 

[3] Main Body:

45,000.

 

[4] Variable Force Field:

5,000 per side (30,000 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 the 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% (900 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 0.85 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 400 mph (644 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 one year worth of supplies on board, but can be stretched to two in an emergency.


Statistical Data:

Length:                812 feet (247.5 meters).

Height:                255 feet (77.7 meters).

Width:                 445 feet (135.6 meters).

Weight/Mass:      238,000 Tons (215,900 tons).

Power System: Anti-matter; average energy life of 50 years. The ship normally only goes 10 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 3,000 tons (2,720 metric tons) of cargo in addition to the 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: Production cost of the Lictor class cruiser is around 2.3 billion credits and are rarely available outside of the Consortium and the Wolfen Planets Military Forces. Rebuilding the cruisers cost around 1.2 billion credits each for a total cost of around 3.5 billion credits. Cost for cruiser does not include embarked craft.


Weapon Systems:

  1. Two (2) 20 cm Heavy Laser Cannons: These cannons are used to engage any large ships that come into range and used for orbital bombardment. The Laser cannons can be combined together or each one used separately. The weapon system cannot be used to engage targets while traveling at faster than light velocities. The weapons have standard penalties to hit fighters and small targets for a large gun.

    Maximum Effective Range: 100,000 miles ( 160,000 km) in space., or 100 miles (160 km) in an atmosphere.

    Mega-Damage: 1D4x1,000 per single blast or 2D4x1,000 per double blast.

    Rate of Fire: Two double blasts or two single blasts each (4 total per battery).

    Payload: Effectively unlimited.

  2. Four (4) 10 cm Heavy Particle Beam Cannons: The particle beams are the same version of the particle beams that are on a standard Hunter with the same range and same beam output. They are mounted in turrets which allow the guns to move more freely. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 10,000 miles (16,000 km) in space and 20 miles (32 km) in an atmosphere.

    Mega-Damage: 2D4x100 M.D. each (4D4x100 Maximum for two firing together.)

    Rate of Fire: Each one can be fired up to one time in a melee.

    Payload: Effectively Unlimited.

  3. Eight (8) 14.5 mm Electromagnetic Point Defense 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 guns at a significant fraction of the speed of light. Cannon uses 14.5 mm depleted uranium projectiles. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.

    Mega-Damage: Rail guns inflict 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) Variable Focus Particle Beam Mounts: Replaces the original laser 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. Two (2) Cruise Missile Batteries: Replaces the eight original cruise missile launchers. 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. 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 (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 battery, per melee round, for a maximum of 64 cruise 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 10 reload of missiles (640 cruise missiles reloads total.)

  6. Four (4) Long Range Missile Batteries: Replace four of the particle beams and two of the medium 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 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 launcher, per melee attack.

    Payload: 1,280 total, 320 long range missiles per launcher.

  7. Six (6) 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. 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), or eight (8) medium range missiles per battery.

    Payload: 240 per launcher for a total of 1,440 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



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