Talisman class Heavy Cruiser:


The Talisman class heavy cruiser looks similar to many United Worlds Warlock classes of starships but is a relatively conventional vessel which does not use any techno-wizardry. These ships are build by a small star nation and is an incredible design for such a small power. The yard used to build these ships was originally used to build merchant ships. A total of about a dozen of these heavy cruisers have been build. The design uses few new components but instead relies on salvaged components as much as possible. Many other components are of civilian origin. As a result, the heavy cruiser is surprisingly affordable.


The 18 cm heavy particle beam is a weapon system which is often stripped from warships, either to be replaced by heavier energy weapons when upgraded or when these ships are being scrapped. Due to the large number of surplus energy batteries, they can be picked up for a fraction of what other energy batteries would cost. Even though their energy throughput is not as great as heavier energy weapons, their range is much greater than lighter energy weapons.


It was decided that these 18 cm laser batteries would be the main weapon batteries of the heavy cruiser. The batteries are mounted in groups of three. There are a total of five turrets, four firing forward and one firing aft. All fire turrets can fire to either side for a single broadside. Three turrets are mounted on the “upper deck” of the cruiser and two turrets are mounted below the vessel.


While the 18 cm particle beams are the primary battery of the heavy cruiser, the ship does mount additional weaponry. This includes both long range missile weaponry and point defense mounts. As with the heavy particle beams, these weapon systems are salvaged from older ships, a combination of Human Alliance and Wolfen weapon systems.


There is a total of six rapid firing capital missile launchers. Four fire forward and two fire aft. Wolfen designed batteries, these missile launchers are identical to those carried on Hunter class destroyers. Compared to the Wolfen Lictor class cruiser, these ship has only two thirds as many missile batteries. Each launcher has a total of one hundred capital missiles ready to fire. Originally the ship did not have software to volley the missiles but most ships have had their software upgraded to fire volleys of capital missiles.


For defense against incoming missiles, the ship has generally good defenses. It does not have any long range missile batteries but mounts eight medium range missile batteries. The are also of Wolfen design and generally are salvaged from Hunter class destroyers. Each launcher has a total of one hundred and sixty medium range missiles for a total of almost thirteen hundred medium range missiles.


A total of twenty-four mounts for inner point defense are carried. These are mounted with twelve on either side, a row of three electromagnetic rail guns coupled with a row of three point defense laser batteries. These are salvaged from Human Alliance ships. While most militaries have upgraded to gravity rail guns, the electro-magnetic rail guns are easier to maintain and are still extremely effective.


Some cruisers have an additional sextuplet of 8 cm heavy rail guns mounted around the “waist” of the vessel. Unlike the other weapon systems, these are newer weapon system. These are gravity based rail guns similar to those mounted on the Scimitar class patrol vessel. Due to a lack of weapon systems which are salvaged from warships, they are mostly new weaponry. These weapon systems are designed to be effective against ships which are impervious to energy weapons. For each gun mount, sixteen thousand rounds are carried aboard the cruiser. While this is half the number of rounds per gun compared to the Scimitar class, this is enough for two hundred heavy bursts per mount.


In size, the Talisman class heavy cruiser is almost of battle cruiser size and is just over three hundred meters in length. Even though built in civilian yards, these cruisers are build to military standards. The ships are build from a combination of salvaged military armor materials and civilian materials. One weakness of the Talisman class is that the defensive shields are relatively weak. Even though much larger than the Warshield class cruiser, these ship’s shields are only about equal to those on the Consortium Cruiser class. Actually, they are slightly weaker than those on the Warshield. The shields are the semi-military shields mounted on military operated fast cargo ships.


Propulsion system are also civilian in origin. The drive systems are smaller and easier to maintain than older military systems would be. These are from fast merchant designs and the drives give the heavy cruisers a maximum speed of four and a half light years per hour. Due to power requirements, these ships are powered by an anti-matter power plant instead of a fusion plant. Like most warships, the cruiser has a number of backup fusion reactors.


Crew compliment is just over four hundred for the Talisman class heavy cruiser. It does have advanced automation to keep crew compliment low. These ships have a very small troop compliment with a compliment of eighty marines with twenty in power armors. These troops are primarily used for shipboard defense but can be used for boarding if needed. With the long range energy weapon battery, the heavy cruise is extremely useful for orbital bombardment but does not have the troops for such missions. These cruisers have only two light fighter squadrons. A variety of different fighters are embarked on these various ships with the older Vixen and the new Hyena class light fighters being among the most popular fighter classes.


Ship design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.


Model Type: ACR-05.

Vehicle Type: Heavy Gun Cruiser.

Crew: 420 (ship can be run by 120 crew) - 40 Officers and 380 enlisted.

Troops: 60 marines (typically stay on board for ship defense), 24 fighter pilots, and 20 power armor pilots.


Vehicle, Robots, and Power Armors:

Power Armors:

 

20

Light Power Armors.

Fighter Compliment:

 

24

Light Starfighters (Commonly the Vixen and Hyena Star Fighters).


M.D.C. By Location:

 

18 cm Secondary Particle Beam Batteries (15, 3 each turret):

1,200 each.

 

Triple 18 cm Particle Beam Turrets (5, 4 forward / 1 aft)

3,000 each.

 

8 cm G-cannon Turrets (6, optional):

800 each.

 

Point Defense Electromagnetic Rail Gun Turrets (12):

150 each.

 

Double Barrel Point Defense Laser Turrets (12):

150 each.

 

Cruise Missile Launcher (6, 4 forward / 2 aft):

1,000 each.

 

Medium Range Missile Batteries (8):

450 each.

 

Outer Hull (40 ft/ 12.2 m Area):

150.

 

Inner Hull (40 ft/ 12.2 m Area):

100.

 

[1] Bridge:

15,000.

 

[1] Auxiliary Bridge:

15,000.

 

Hanger Bay:

10,000.

 

[2] Main Engines (2):

25,000 each.

 

[3] Main Body:

65,000.

 

[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.

Water Surface: 45 knots (83.4 kph / 51.8 mph).

Underwater: 30 knots (55.6 kph / 34.54 mph).

Sublight: Has military class shielding and can reach 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 400 mph (643.7 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 two and a half years worth of supplies on board.


Statistical Data:

Length:                992.45 feet (302.5 meters).

Height:                410.76 feet (125.2 meters).

Width:                 309.38 feet (94.3 meters).

Weight/Mass:      380,300 Tons (345,000 tons).

Power System: Anti-Matter with a 40 year life span. 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 6,000 tons (5,443.1 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: Ship would cost about 3.4 billion credits to manufacture at present time in the Three Galaxies (3.6 billion with heavy rail guns.) When available, these ships sell for 5.0 to 7.5 billion credits. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Five (5) Turrets with 18 cm Particle Beam Mounts (15 total): These cruisers mount a total of five turrets with three particle beams each. Four turrets are mounted forward with two turrets on top and two on the bottom of the ship. One turret is mounted aft above the ship. Turrets can rotate 270 degrees and barrels have a 45 degree arc of fire. All turrets can fire to either side as a broadside. 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 (All three mounts in a turret can be linked for 9D6x100 M.D.C..)

    Rate of Fire: Maximum of three (3) times per melee per particle beam.

    Payload: Effectively Unlimited.

  2. Six (6) 8 cm Heavy Gravity Rail Guns: Optional weapon system. Mounted around the “waist” of the heavy cruiser. Used as one of the ships secondary batteries. They are used against targets that are impervious to energy as well. System can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee) and can rotate 180 degrees. Rail gun projectile speed 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.

    Maximum Effective Range: 10,000 miles (16,100 km) in space, range is 10 miles (16.1 km) in an atmosphere.

    Mega Damage: 1D4x100 M.D.C. per 80 round burst each.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: 16,000 rounds each (200 bursts).

  3. Twelve (12) Point Defense 15 mm Electromagnetic Rail Guns: Mounted together with the laser batteries in the central area of the vessel. A row of three laser batteries and three rail guns are mounted together. 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. Twelve (12) Point Defense 2 cm Lasers in Double Mounts: Mounted together with the rail guns in the central area of the vessel. A row of three laser batteries and three rail guns are mounted together. 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. Six (6) Cruise Missile Launchers (4 Forward / 2 Aft): Missiles have 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, 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.) Cruise missiles have minuses to hit small targets but are all considered smart missiles. While missiles are only launched at the rate of one at a time per launcher, the ship’s computer has special software that allows all the missiles to hit a target at the same time for the purpose to make point defense of a target is more easily overwhelmed. This is done by slowing down the acceleration of missiles and by setting some for delayed activation and target must be at least 30 seconds away. Missiles are then considered to only have an acceleration of 5% of light for the first turn.

    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: One cruise missile per melee attack (special software allows 4 to 8 cruise missile to be launched as one volley depending on gunner’s hand to hand attacks) per launcher. This allows total volleys of 24 to 48 cruise missiles to be launched in one melee.

    Payload: 100 cruise missiles each for 600 total.

  6. 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. 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 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: 160 per launcher for a total of 1,280 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


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