Tri-Galactic Military "Howler" Razor II class ECCM Corvette:
In general, the Tri-Galactic Military operate a large amount of cast
off equipment from other militaries especially the Human Alliance and the
Consortium of Civilized Worlds. They do have some large ship building facilities
but many components used are imported to the yards. One ship they operate
in fair numbers are modified Falchion class corvettes. These modified version
are called "Razor" class and a number have been sold to outside interests.
They are heavily armed and are considered extremely effective. There has
been some consideration given towards manufacturing new built Razor corvettes.
There are a number of craft which are specialized electronic warfare
craft including the "Wild Weasel" and "Panther" which are both conversions
of older type craft. There is also some Proctor class heavy fighters converted
to electronic warfare roles. Such craft perform roles and are designed
to also protect other craft with their electronic warfare gear. Some militaries
do not operate much in the way of specialized electronics warfare craft
but the Tri-Galactic Military does operate a number of craft. They operated
modified Proctor class heavy fighters in the electronics warfare along
with a electronics warfare corvette based on their Razor corvette.
The official designation for the Tri-Galactic Military's main electronic
warfare corvette is the Razor II but most crews prefer the unofficial nickname
of "Howler" with even many senior officers preferring the nickname over
the craft's official name. In general, the Tri-Galactic Military prefers
their design based on the Falchion design over that of the Ferret class
corvette used by Raven Industries. It usually is operated in groups with
standard Razor corvettes. While most "Howlers" are operated by the mercenary
company but some have been sold to outside interests including planetary
and interplanetary governments as well several other mercenary companies.
Unlike Raven Industries, the Tr-Galactic Military will also upgrade client's
ships to this new configuration from the base Falchion design. If the Tr-Galactic
Military was to begin manufacture of Razor class corvettes, it is likely
that they would also manufacture "Howler" variants as well.
Compared to the electronic warfare version of the Ferret class, the
Falchion carries a more advanced system which while it has a similar output,
it is much smaller. The system takes the place of half of the missile bays.
Two large bays and two smaller bays are converted to carry electronic warfare
equipment. This still gives the craft a reasonable ability to carry additional
ordnance including sixteen anti ship missiles and thirty two medium range
missiles. The ship also retains eight external hard points for additional
missiles. The rest of the weapon array is unmodified including the heavy
main laser battery, the six pulse lasers, the variable focus particle beam
point defense batteries, and the mini-missile launchers.
The electronic warfare suit consists of powerful sensor systems equal
to those carried on much larger vessels. In most ways, the sensor suit
is as capable as that carried on the Warshield class cruiser. There is
also a powerful jamming suit which jams electro-magnetic systems and even
gravity based sensors. These systems require a crew of fourteen to operate
the ship effectively with four operating the electronics warfare suite.
The standard Razor class corvette can be operated with a crew of ten although
fourteen are often embarked. This makes the ship extremely cramped with
the additional electronic warfare equipment. The standard Razor design
strips out troop compliment already compared to the original Falchion.
Ship design uses modified starship speeds and weapon ranges. See Revised
Starship Rules for Phase World for more details.
Model Type: FFL-01 (Upgrade Version)
Vehicle Type: ECCM Corvette
Crew: 14 (2 to 3 officers normally)
Troops: None
Vehicle, Robots, and Power Armors:
None
M.D.C. By Location:
| Forward Mounted 12 cm Heavy Laser Cannons (1): | 600 |
| Nose Laser Cannons (6): | 50 each |
| Variable Focus Point Defense Particle Beams (2, fuselage): | 150 each |
| Large Missile Bays (2, Fuselage): | 160 each |
| Small Missile Bays (2, Fuselage / Wing Roots): | 120 each |
| Large Electronic Warfare Bays (2, Fuselage): | 160 each |
| Small Electronic Warfare Bays (2, Fuselage / Wing Roots): | 120 each |
| Mini-Missile Launchers (2, outer wings): | 100 each |
| Missile Pylons (8, on the underside of each wing): | 10 each |
| [1] Bridge: | 680 |
| [2] Main Body: | 1,900 |
| [3] Variable Force Field: | 1,000 a side (6,000 Total) |
Notes:
[1] In reality this is how much damage needs to be done for a weapon
to hit the bridge through the ships armor. This ship does not have an auxiliary
bridge. Even if the bridges is 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 corvette 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% (300 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 50 percent of the speed of light. Star Ship can accelerate/decelerate
at the rate of 1.0 percent of light per melee.
Atmospheric Propulsion: Maximum speed is Mach 1.80, can enter
an atmosphere because flight system is by contra grav.
Stardrive: Uses a Gravitonic Drive system that allows the ship
to reach a maximum of 4.0 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system.
Carries about eight months years worth of supplies on board although can
be stretched to twelve in an emergency.
Statistical Data:
Length: 240 feet (73.1 meters)
Height: 38 feet (11.6 meters)
Width: 76 feet (23.24 meters) the body or 144 feet (43.9 meters)
at the wing body
Weight: 1650 tons (1,496.8 metric tons)
Power System: Advanced Fusion with 25 year life span. The ship
normally only goes 5 years between refueling and refitting.
Cargo: Cargo holds have been stripped to increase missile bay's
ability to carry ordnance. Each enlisted crew member has a small locker
for personal items and uniforms. Ships officers have more space for personal
items. Most of the ships spaces are take up by extra ammunition, armor,
troops, weapons, engine, and other equipment.
Market Cost: 825 Million for upgraded "Howler" Razor II version
of the Falchion. Rebuilding a Falchion to the "Howler" Razor II Configuration
costs 650 million credits. Adding electronic warfare suite to an existing
Razor costs 450 million credits. Original Falchion corvette would cost
about 250 Million credits to manufacture in present time in the Three Galaxies.
Ships are no longer being produced. These ships normally sell for 150 to
300 million credits.
WEAPON SYSTEMS:
- One (1) 12 cm Heavy Laser Cannon:
Mounted in the centerline
of the ship, the laser cannon is part of the spine and fires directly forward.
Laser cannons are used against frigates and as against heavily reinforced
targets. Mostly used against large vessels, when used against small targets
(Fighters, missiles, and power armors) they have a penalty of -5 to strike.
The weapon system cannot be used to engage targets while traveling at FTL
velocities. Cannot be combined with the light pulse lasers.
Maximum Effective Range: 16 miles (25.8 km) through atmosphere
and 16,000 miles (25,800 km) in space.
Mega Damage: 2D6x100 MDC per shot.
Rate of Fire: Maximum of Two (2) times per melee.
Payload: Effectively Unlimited.
- Six (6) Laser Pulse Cannons:
These weapons are mounted in
the forward end of ship and fire forward. The Original version of the Falchion
carried four mounts with the Razor being upgraded to six forward firing
mounts. Each gun has an arc of fire of about 30 degrees. These weapons
are virtually identical to those carried on the Vixen and Osprey star fighters.
As well as being able to be combined, cannons can each be fired separately.
Cannot be combined with the 12 cm laser cannon.
Maximum Effective Range: 6 miles (9.7 km) through atmosphere
and 600 miles (966 km) in space.
Mega-Damage: 2D4x10+10 per single blast, 12D4x10+60 for a combined
six cannon blast (Costs one attack)
Rate of Fire: Equal to the combined hand to hand attacks of
the gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- Two (2) Variable Focus Particle Beam Turrets:
One mount is on the top of
the body of the corvette and the other mount is on the bottom of the corvette.
Each replaces the rail gun mounts which were original mounted in these
positions. 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 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.
- Large Missile Bays (2):
The corvette has two heavy missile
bays with two bays of the original four carrying electronic warfare equipment.
Each missile bay is increased in size, by removing cargo and crew space,
and can carry eight cruise missile, sixteen long range missiles, or thirty-two
medium range missiles. Each bay must carry all the same type ordnance although
different bays can carry different ordnance. Cruise missiles are normally
carried when on an anti-capital ship role and long range missiles when
fighting other starfighters.
Cruise Missiles 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). Long Range Missiles 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). Medium Range Missiles
has a top speed of Mach 15 in an atmosphere and in space has an acceleration
of 6% of light per turn. Since starships will no longer engage at rock
throwing distances, whether weapons can be shot down is calculated from
the speed of target, launcher, and missile. When drive goes dead, missiles
will still cruise unless set to self destruct but has very low odds of
hitting starships (Great for hitting bases and planets because the target
does not move and missile when dead at -25% to detect.) Cruise missiles
have minuses to hit small targets but all missiles are all considered smart
missiles.
Maximum Effective Range: Cruise Missiles range is 8,000
miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5
light seconds), Long Range Missiles range is 3,400 miles (5470 km)
in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in
space, and Medium Range Missiles range is 160 miles (257.5 km) in
an atmosphere and 80,000 miles (128,750 km/0.43 light seconds).
Mega-Damage & Properties: See Phase World
Missile tables (Cruise Anti-Matter does 4D6x100 MDC and Long Range Fusion does
2D4x100 MDC).
Rate of Fire: One at a time or in volleys of two, four, or eight.
Payload: Eight Cruise Missile, Sixteen Long Range Missiles,
or Thirty-Two Medium Range Missiles per missile bay (Maximum of 16 cruise
missiles, 32 long range missiles, or 64 medium range missiles)
- Small Missile Bays (2):
In the fuselage of the corvette are
two smaller missile bays mounted along the "wing roots" with two bays of
the original four carrying electronic warfare equipment. Each bay has the
ability to carry sixteen medium range missiles or thirty two short range
missiles. Weapon system is used for hitting enemy robots, fighters, and
long range and cruise missiles. Medium Range Missiles have 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. Short
Range Missiles has a top speed of Mach 10 in an atmosphere and in space
has an acceleration of 4% of light per turn. Weapon system can be used
on multiple targets.
Maximum Effective Range: Medium Range Missiles range
is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43
light seconds) and Short Range Missiles range is 10 miles (16.1
km) in an atmosphere and 500 miles (804.7 km) in space.
Mega-Damage: varies with medium or short range missile type (See Phase World
Missile tables)
Rate of Fire: Can fire missiles one at a time or in volleys
of 2, 4, 8, or 16 missiles.
Payload: 16 medium range missiles or 32 short range missiles
per bay (Maximum of 32 medium range missiles or 64 short range missiles.
- Mini-Missile Launchers (2):
These launchers are mounted on
outer wings of the corvette and the Razor class corvette has two launchers
with six tubes each for a total of twelve missile tubes that fire forward
of the vessel. The mini-missile launchers are controlled by the pilot or
copilot. The mini-missiles are used for offensive and defensive purposes.
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).
Maximum Effective Range: 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
Phase World
Missile tables)
Rate of Fire: Can fire missiles one at a time or in volleys
of 2, 4, 8, or 12.
Payload: 36 per launcher for a total of 72 mini-missiles.
- Missile Pylons (8):
On the underbelly of the corvette are
eight missile racks that allows the vessel to carry one cruise missile
or two long range missiles. The corvette has four hard points on each wing.
Individual pylons must carry all the same type ordnance but each pylon
may carry different types of ordnance. Cruise missile are normally carried
when on an anti-capital ship role and long range missiles when fighting
other starfighters.
Cruise Missiles 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). Long Range Missiles 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). Since starships will no longer engage
at rock throwing distances, 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 starships (Great for hitting bases and planets because
target does not move and missile when dead at -25% to detect.) Cruise missiles
have minuses to hit small targets but are all considered smart missiles.
Missiles can be launched on multiple targets simultaneously.
Maximum Effective Range: Cruise Missiles range is 8,000
miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5
light seconds) and Long Range Missiles range is 3,400 miles (5470
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 (Cruise Anti-Matter does 4D6x100 MDC and Long Range Fusion does
2D4x100 MDC).
Rate of Fire: One at a time or in volleys of two, three, or
four missiles.
Payload: 1 Cruise Missile or 2 Long Range Missiles per Pylon
(Maximum of 8 cruise missiles or 16 long range missiles)
Special Systems:
The Howler carries all the standard equipment of a Phase World corvette
including long range sensors and communications and carries additional
jamming and sensor systems.
- Jamming System: The system creates a powerful jamming field with
a 120 mile (193.1 km) radius in an atmosphere and 120,000 miles (193,100
km) in space effecting all directions around the vessel.While the jamming
system is on, conventional radar, gravity-wave sensors, and missile guidance
systems will not be able to function properly in the area affected. The
jamming also effects communication systems. In most cases, the system will
also jam the equipment in friendly forces and all equipment in corvette
that is using it. E.C.M. system gives an additional +4 to dodge missiles
due to spoofing although some missiles can be set to home on jamming signals.
- Sensor System: The corvette can carry a powerful sensor system.
This system increases the sensor range of the Wild Weasel to that of a
cruiser. Also gives a +20% bonus to read sensory equipment rolls.
[ Phase World TM, Naruni TM, Kreeghor TM, Tri-Galactic Military TM, and CAF TM are trademarks owned
by Kevin Siembieda and Palladium Books Inc. ]
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By Kitsune (E-Mail Kitsune).
Copyright © 2007, Kitsune. All rights reserved.