Valdemarian Battle Sphere:
The Valdemarians was a race which predated by many millenniums any of
the known races of the Three Galaxies. Archaeological evidence indicates
that they are relatives of elves. It is possible that the Prometheans may
have been around during their heyday but no one else. There also was enough
distance that neither culture might have actually had any contact. Unlike
the Consortium of Civilized Worlds and Trans-Galactic Empire, the civilization
was not widely spread out but instead were only in about a dozen systems
and were within a sphere of only around forty light-years of each other.
Some disaster destroyed the civilization with some evidence being a gamma
radiation blast from a neutron star. Some Consortium scientists theorize
that a gravity wave from the event also causes a disruption which prevented
escape using faster than light drives.
The race was extremely advanced, equal to the most advanced technology
in development in the Consortium and Trans-Galactic Empire militaries although
cannot be considered super-tech. Several archeological and military research
missions have been sent to what had once been Valdemarian space although
little has been able to be recovered. Virtually all of their equipment
was destroyed. By most evidence, the Valdemarian culture appears to be
relatively peaceful but followed the old adage that for peace you needed
to be prepared for war.
One of the most advanced areas of technology for the Valdemarian culture
was their construction facilities which where almost completely automated.
As a result, their production was incredible for a race which spanned as
few a systems as they did. It is believed that a full dozen Battle Spheres
(actually thirteen were built), each the size of a small moon, were built.
They are among the largest vessels believed to have ever been built in
the Three Galaxies. In fact, the only ship which approximately equals the
size of a Battle Sphere is the Kreeghor Armageddon Super Dreadnought. Valdemarian
Battle Spheres are not quite spherical, being around 3,000 meters wide
and tall and 3,500 meters long.
There are no known surviving Battle Spheres and their size has been
derived from the wreckage of a vessel. As such, most consider that the
Kreeghor ship is the largest warship in the Three Galaxies. Still, there
is a rumor that a Battle Sphere is still operational perhaps controlled
by the advanced artificial intelligence known to be at the heart of these
ships. While there is data records of encounters with this ship, usually
to have the ship to fade out within moments, many experts consider the
records to be faked.
These ships appear to have taken a couple of decade to build each although
only two yards were capable of building them. As a result, these ships
were built over the course of centuries. These ships are designed to be
able to operate completely independently and for a virtually unlimited
period. The ship has full facilities to make repairs to the hull, weapons,
and various systems. In these ships were also the facilities to built new
missiles, fighters, and even bombers as long as there is a supply of raw
materials.
Power is provided by fusion reactors not anti-matter but the reactors
use extremely high powered gravity fields and are incredibly efficient.
Drives are a modified version of contra-grav drives called a slip-stream
drive and has a maximum faster than light travel of sixteen light years
per hour. Acceleration in normal speed is also incredible for a ship of
its size.
Designed to be operated by a crew of around ten thousand, these multiple
purpose vessels have space to carry up to one hundred thousand passengers
and could be used as colony ships. There is some speculation that several
surviving ships might have been used to transport the remains of the Valdemarian
to a new galaxy cluster far away from the Three Galaxies. These ships can
carry around half that number of marines with power armor. Factory facilities
allow up to one hundred power armor per hour to be manufactured. As well,
the ship can carry up to twenty-five hundred fighters and heavy bombers.
Manufacturing facilities allows up to twenty fighters or five bombers to
be built per hour.
It should be noted that command and control facilities on these ships
is likely on as large a scale as the ships themselves are built on. The
artificial intelligence can actually control the ships and the ship could
fight without any crew. It actually extends to the point where fighters
and other small craft could be operated independently. The computer system
is only approached in capability by the Consortium Neural Prime computer
and even that is less capable. Many believe that the computer on the Battle
Sphere was an impression of a sentient mind.
These ships are immensely armored and protected by massive force fields.
It is believed that the shields are around six times more powerful than
those carried on a Consortium Protector class battleship. These ships are
capable of taking damage which might destroy an entire fleet or battleships.
There is the suggestion that none of these ships were ever destroyed in
actual combat although it is extremely difficult to tell for sure.
The main energy battery are grazer type weapons which the Consortium
has just introduced into their vessels. It is ironic that it appears that
a cosmic gamma radiation weapon may be what too out the Valdemarian culture.
The main weapon batteries could take out a battleship or dreadnought in
a very few number of shots. A number of lighter grazer weapons are also
mounted. These are fully as large as those carried on the Protector class
battleship as the main battery. The grazer weapons are backed up with gravity
weapons which are effective against targets which are impervious to energy.
It appears likely that they had to fight enemy with magically protected
ships which were unable to be damaged by normal energy weaponry.
For long range combat, these ships are armed with huge number of missile
launchers. The ship have massive bay launchers, eight with each having
the capacity for firing volleys of fifty missiles. While not identical
to cruise missiles carried on Three Galaxies vessels, they are extremely
similar. The ship carries ten thousand of these missiles and can manufacture
these missiles at the rate of one hundred per hour. Most types of missiles
can be built by the ship including X-Ray laser and heavy missiles equivalent
to the specialty warheads produced by the Consortium and Trans-Galactic
Empire. The ship also carries the equivalent of long range and medium range
missile bays. These can also be manufactured onboard the ship. These are
used for long range defense of the ship.
Point defense weaponry includes both Tachyon weaponry similar to those
carried on New Coventry ships although longer ranged as well as more gravity
weaponry although these mounts are much lighter than the main battery.
The ship is believed to mount approximately two hundred point defense batteries
including both types. The Tachyon weaponry is extremely effective against
missile volleys which slip through the long range and medium range defense
missiles.
The ship has a special Gravity Wave generator similar to the system
carried on the Trans-Galactic Empire Death Trap FTL Interdictor. It creates
a randomly variable gravity field which will pull ships out of faster than
light mode. It works on ships using Contra-Grav and Phase Drives. Due to
damage to safety systems, it usually takes around ten minutes for a FTL
propulsion system to be reactivated once a ship has been pulled from FTL
travel.
Ship design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.
Model Type: Valdemarian Battle Sphere
Vehicle Type: Combination Super Battleship / Super Carrier
Crew: 10,000 (Can be run by only the ship's A.I.)
Troops: 52,000 Marines and 10,000 fighter / shuttle pilots.
Vehicle, Robots, and Power Armors:
Power Armors:
| 50,000 | Valdemarian Power Armors |
Fighter Compliment:
| 2,000 | Valdemarian Fighters |
| 500 | Valdemarian Heavy Bombers |
Transports:
| 20 | Valdemarian Assault Shuttles |
Tanks & Other Vehicles:
| 100 | Valdemarian Hover Tanks |
M.D.C. By Location:
| 500 cm Main Grazer Batteries (2): | 25,000 each |
| 100 cm Secondary Grazer Batteries (16): | 6,000 each |
| 80 cm Gravity Slicer Beams Cannons (12): | 4,000 each |
| [1] Gravity Wave Generators (4): | 5,000 each |
| Cruise Missile Batteries (8): | 5,000 each |
| Long-Range Missile Batteries (12): | 3,000 each |
| Medium Range Missile Batteries (24): | 1,000 each |
| Point Defense Tachyon Dispersion Beams (128): | 500 each |
| Point Defense Gravity Mounts (128): | 450 each |
| [1] Bridge: | 400,000 |
| [1] Auxiliary Bridge: | 400,000 |
| Hanger Bay (4): | 100,000 each |
| [2] Main Engines (2, sides of rear of ship): | 300,000 each |
| [3] Main Body: | 1,500,000 |
| [4] Variable Force Field: | 60,000 a side (360,000 Total) |
Notes:
[1] In reality this is how much damage needs to be done to get a weapon
through the armor on a called shot to hit the bridge. This ship also has
an auxiliary bridge. The ship can still be piloted from engineering even
if both bridges are destroyed but the ship is -3 to dodge. All weapon systems
will be at locally control at the weapon mounts. Weapon hits near the bridge
can injure crew members near the bridge. The main computer core is located
in the main bridge with a full backup in the secondary bridge.
[2] Destroying the main engines eliminates F.T.L. systems and reduces
maximum sublight speed by half.
[3] Depleting the M.D.C. of the main body will put the Battle Sphere
out of commission. All internal systems will shut down, including life
support and internal gravity. The ship itself will be an unsalvageable
floating wreck. If the ship is wrecked, self repair system will stop functioning.
[4] Shields positions can be varied and all could be combined in one
shield. Shields regenerate at the rate of 5% (18,000 M.D.C.) per 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 0.8 percent of light per melee. (If the Slip stream generators
are damage, reduce acceleration to 0.6 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 and cannot land on a planet.
Stardrive: Standard CG-Drive: Uses a Gravitonic Drive
system that allows the ship to reach a maximum of 8 light years per hour.
Gravitronic Slip Stream Drive: Doubles normal faster than light
speed to a maximum of 16 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system.
Has full facilities to support the ship for an indefinite period including
a huge hydroponic section.
Statistical Data:
Length: 11,482.9 feet (3,500 meters)
Height: 9,842.5 feet (3,000 meters)
Width: 9,842.5 feet (3,000 meters)
Weight: 826.7 million tons (750 million metric tons)
Power System: Advanced High Density Fusion, Duration without
refueling of 40 years. Has the ability to refuel reactor on its own for
has virtually unlimited duration.
Cargo: Cargo holds are scattered about the ship that allows
for carrying up to 110 million tons (100 million 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. Ships 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: No ships of this design have ever been put on sale
on the market (or probably ever will be). Estimated cost of the vessel
is 1 trillion or more credits. Most governments would bankrupt themselves
to get possession of one of these ships or to prevent others from acquiring
one.
Weapon Systems:
- Gravity Wave Generator:
This system is a very special system
that has the ability to prevent most FTL propulsion systems from activating
and can be used to pull ships using Contra-Grav and Phase Drive FTL propulsion
from FTL travel. It does this by setting up a randomly fluctuating gravity
field. It normally requires a period of ten minutes before a ship pulled
out of FTL in this way can re-enter FTL travel. The system will effect
targets traveling at FTL speeds but cannot be activated while the ship
is traveling at FTL speeds.
Range: 372,564 (599,460 km / 2 light second) radius
Effects: Prevents ships using most FTL travel systems from entering
FTL and pulls ships using Contra-Grav and Phase Drive FTL propulsion from
FTL travel. Requires 10 minutes for a ship to re-enter FTL.
Rate of fire: Effectively Unlimited, requires 2 melee of charging
to activate and 2 melees to shut down
Payload: Effectively Unlimited.
- Main Grazer Batteries (2):
Two 500 cm grazer cannons are
in the ship which fire forward but have the ability to be angled up to
40 degrees to each side and 15 degrees up or down. These weapon batteries
are the size of a battle cruiser on their own. A double blast can actually
take out a Protector or Doombringer in a single paired blast. The weapon
mounts would have about a 25% increase in both range and damage over standard
laser cannons of the same size assume one existed. The weapon system cannot
be used to engage targets while traveling at F.T.L. velocities. Weapon
has standard penalties to hit fighters and small targets for a large gun.
Maximum Effective Range: 150,000 miles (241,000 km) in space
and 150 miles (241 km) in an atmosphere.
Mega-Damage: 3D6x10,000 for a single blast, or 6D6x10,000 for
a double blast (both guns in the battery
engaging the same target).
Rate of Fire: Each one can be fired once every other melee round.
Payload: Effectively unlimited.
- Secondary Grazer Batteries (16):
Sixteen 100 cm grazer cannons
are mounted in turrets with eight to a side. By firing combined blasts,
they can core a planetoid with a few shots. The weapon mounts have about
a 25% increase in both range and damage over standard laser cannons of
the same size. The weapon mounts are mounted in the forward area of the
ship and can be angled up to 120 degrees aft (can only fire one cannon
at a target at that angle but can spin to be able to bring both batteries
to bear) and can fire at a 30 degree angle up or down. The weapon system
cannot be used to engage targets while traveling at FTL velocities. Weapon
has standard penalties to hit fighters and small targets for a large gun.
Maximum Effective Range: 150,000 miles (241,000 km) in space
and 150 miles (241 km) in an atmosphere.
Mega-Damage: 3D6x1,000 for a single blast, or 6D6x1,000 for
a double blast (both guns in the battery engaging the same target).
Rate of Fire: Each cannon can fire up to two times per melee
round (Battle Sphere has 16 cannons so ship can fire a total of 32 single
shots from the secondary battery.)
Payload: Effectively unlimited.
- Gravity Slicer Beam Cannons (12):
80 cm mounts which have
a 180 degree arc of fire with six on each side. The weapon uses controlled
opposing gravimetric waves to create an energy beam weapon that shreds
the target. Due to the deep penetration of the weapon, it has a much better
chance to do critical damage to the target and ships dread the slicer beam
hitting their fusion reactors. The weapons have standard penalties to hit
fighters and other small targets. Each Gravity Slicer Beam Cannon fires
individually and has a 60-degree arc of fire. Since gravity propagates
itself at FTL speeds, this weapon can actually be used against vehicles
that are traveling at faster than the speed of light. The weapons do full
damage to targets in magic rich universes with the spell impervious
to energy.
Maximum Effective Range: 100,000 miles (160,000 km) in space
and 100 miles (160 km) in atmosphere.
Mega Damage: 2D6x1,000 per Slicer beam strike (optional rule
is that cannon gets a critical on a natural 18, 19, or 20 due to its high
penetration)
Rate of Fire: Each cannon can fire up to two times per melee
round (Battle Sphere has 12 cannons so ship can fire a total of 24 single
shots from the battery.)
Payload: Effectively Unlimited.
- Point Defense Tachyon Dispersion Beams (128):
Mounted on
top, bottom, and sides of the starship. The main purpose of this system
is as an anti-missile point defense. Mount has greater range than the weapon
mounts on New Coventry and other military vessels. Like other Tachyon point
defense mounts, the stream lasts for significant fraction of a second and
missiles tend to run into the stream. This can detonate a whole volley
of missiles before they strike the ship (Roll once against a volley and
unless the missiles roll to dodge greater than strike roll, they are all
destroyed.) 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 Point Defense Tachyon Dispersion 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 atmosphere.
Mega Damage: 2D6x10 each.
Rate of fire: Maximum of four (4) times per melee each (+4 to
strike when controlled by the ship's computer)
Payload: Effectively Unlimited.
- Point Defense Gravity Mounts (128):
These weapons are basically
lighter versions of the gravity slicer beams. The weapon uses controlled
opposing gravimetric waves to create an energy beam weapon that shreds
the target. Unlike the heavier weapons, these gravity weapons do not have
the penetration to inflict deep criticals. These are designed to be useful
against fighters, missiles, and other small targets. Since gravity propagates
itself at FTL speeds, this weapon can actually be used against vehicles
that are traveling at faster than the speed of light. The weapons do full
damage to targets in magic rich universes with the spell impervious
to energy.
Maximum Effective Range: 6 miles (9.65 km) through atmosphere
and 600 miles (965 km) in space.
Mega Damage: 3D6x10
Rate of Fire: Equal to the combined hand to hand attacks of
the gunner (usually 4 or 5) - Controlled by Ship's Computer has 6 attacks
per melee (+4 to strike when controlled by the ship's computer)
Payload: Effectively Unlimited.
- Eight (8) Cruise Missile Batteries:
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). Since star ships will no
longer engage at rock throwing distances, whether weapons can be shot down
is calculated from the speed of target, launching starship, and missile.
When drive goes dead, missile will still travel same course and speed 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. Batteries can launch on multiple
targets each at the same time.
Maximum Effective Range: Missile range is 8000 miles (12,875
km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds)
in space. At game masters option, missile range can be increased by
25% due to more advanced technology.
Mega-Damage & Properties: See Phase World
Missiles (Anti-Matter does 4D6x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 12, 25, or
50 per launcher, per melee round, for a maximum of 128 missiles per melee.
Launchers are reloaded on the same melee and can be fired again on the
next.
Payload: 400 total, 50 cruise missiles per launcher. Ship has
25 reload of missiles (10,000 cruise missile reloads total). Ship can manufacture
up to 100 cruise missiles per hour.
- Twelve (12) 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). Since star ships 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 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: Missile range is 3400 miles (5470 km)
in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in
space. At game masters option, missile range can be increased by 25%
due to more advanced technology.
Mega-Damage & Properties: See Phase World
Missiles (Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 12, 25, or
50 per launcher, per melee attack.
Payload: 600 total, 50 long range missiles per launcher. Ship
has 25 reload of missiles (15,000 long range missile reloads total). Ship
can manufacture up to 150 long range missiles per hour.
- Twenty Four (24) Medium Range Missile Launchers:
Mounted
around the Like other Phase world systems, weapon system range and speed
has been increased. Missile range is 1000 times normal in space and double
normal range in an atmosphere. Missile has 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 middle layer point defense.
Maximum Effective Range: 160 miles (257.5 km) in an atmosphere
and 80,000 miles (128,750 km/0.43 light seconds) in space. At game masters
option, missile range can be increased by 25% due to more advanced technology.
Mega-Damage: Varies with medium range missile type (See
Phase World
Missiles).
Rate of fire: Can fire missiles one at a time or in volleys
of 2, 4, 8, 12, or 25 missiles per launcher.
Payload: 400 per launcher for a total of 9,600 medium range
missiles. Ship can manufacture up to 400 medium range missiles per hour.
- . Micro-Repair System:
The starship has several hundred thousand
tiny robots to do repairs. These robots can repair both system damage or
hull damage. It repairs system damage by repairing and replacing component,
wave guides, and wire runs. It repairs hull damage by first stabilizing
he damage (repairs about half of damage), then by using on-board storage
(carries 40,000 M.D.C. of materials), and finally by scavenging from objects
around it. The ship can only scavenge from objects that it is touching
or that it can travel on a surface to the object being a scavenged from.
When stabilizing hull or using on board storage, M.D.C. is repaired at
the rate of 2,000 M.D.C. per hour, but when micro-robots are scavenging,
repair rate is limited to 500 M.D.C. per hour or less based on the availability
of supplies. If the ship is wrecked, self repair system will stop functioning.
Other Systems:
- Battlelink Main Control System: The Main Battlelink computer provides
the Battle Sphere with the ability to share targeting data with other capital
ships in the area, which provides all ships participating in the link with
improved targeting solutions and hit chances, both for their point defense,
as well as their capital weapon. systems. Due to the advanced nature of
the system, it can actually battle link with almost any ship with the same
type system. For more information regarding the Battlelink, go to Phase
World Battle Link.
- Sentient Computer: The Battle Sphere is controlled by an incredibly
advanced computer system which is fully sentient. It is believed that the
computer was developed using the neural pathways of a sentient being. There
are various theories about this. The ship is too large to dodge enemy fire
but weapon systems have +4 to strike, the ship has +6 for partial dodges,
and +3 to initiatives. Piloting and electronics and sensor skill rolls
are considered to be at 98%.
The computer can actually control embarked star fighters and other small
craft. See writeups of small craft for exact details on bonuses. Power
armors cannot be operated in this manner and require an operator inside
the suit. Range is limited to in-system ranges and not interstellar.
[ Phase World TM, Naruni TM, Kreeghor TM, and CAF TM are trademarks owned
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By Kitsune (E-Mail Kitsune).
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