Vitruvius Heavy Cruiser (Modified Wolfen Lictor):


The Wolfen Lictor class heavy cruiser have found themselves in the hands of other powers in far smaller numbers than Human Alliance class vessels. Still, a small number of these vessels have found their way into the hands of others including several dozen in Free World Council service. Some think that this was most likely the result of a secret deal to provide aid to allow them to stand up to the Kreeghor.


The Vitruvius is one of those which ended up outside of Wolfen Military and Consortium Service. It ended up in mercenary service, one of only a handful operated by mercenaries. Inherently, the ship retains its original Wolfen service name. The cruiser was named after a famous Wolfen Lictor from centuries before the Wolfen entered space. As well, a majority of the ship’s crew are Wolfen although a good forty percent are of other races with humans being the second largest number of crew. While the captain is a Wolfen, the executive officer is a human. The various races that make up the crew get along surprisingly well.


Modified extensively from the standard Lictor class heavy cruiser, the Vitruvius is considered to be more effective by the crew and might serve as a prototype for how the Wolfen military might modify their heavy cruisers for more effective service. It was rebuilt in a Tr-Galactic Military Service shipyard. Otherwise, the ships are considered surprisingly effective with a greater faster than light speed than most older Human Alliance vessels. It can actually keep up surprisingly well with more modern vessels such as the Warshield class cruiser.


The two most glaring weaknesses were the ships relatively light defensive shields and the capital missile launchers. It was relatively easy to strip out the original shield generator and replace it with a more power generator. These new shields are sixty percent more powerful than those carried on the standard Lictor class cruiser and are a slightly modified version of those carried on the Warshield class.


The missile launchers were a bit harder. All eight of the single fire capital missile launchers were stripped from the ship and replaced by a pair of heavier multi launcher capital missile batteries. Even though fire control can make the single fire launchers fire more effective volleys, the multi-launcher arrays are still more effective. Payload is slightly reduce with 640 capital missiles carried instead of 800 and the launchers are easier to take out than the more distributed eight launchers.


There were other more minor modifications. Too much of a ship rebuilt would have been required to mount long range missile batteries and the number of medium range batteries would have to be vastly reduced. As well, this would have made the reconstruction far more expensive. Instead, the medium range missile were modified to fire larger volleys. This is a relatively simple modification. Payload for the launchers is unchanged unlike the capital missile launchers.


While less important, the direct fire weaponry is also modified to improve capabilities. While the two 20 cm lasers are retained, the eight heavy particle beam beams are replaced by six 12 cm laser cannons. The cannons have slightly greater throughput, have greater range, and greater rate of fire. The more rapid firing particle beams carried on New Coventry Hunters simply were not available.


The entire point defense array is also upgraded even though still effective. The electromagnetic rail guns are replaced by the same number of the much heavier GR-1000 gravity rail guns. In addition to being far more powerful, the range of the heavy gravity rail guns is far greater in space. The eight point defense lasers are replaced, these with variable focus particle beams. These mounts are similar to those carried on Consortium Assault Shuttles and in wide beam are extremely effective against missiles.


Several of the newer systems require lower crews than the older systems allowing a small reduction in crew. In addition, the troop compliment carried usually is lighter than standard. Otherwise, the ship does retain the ability to act as a flagship although rarely operates in that role. It also embarked a full fighter compliment although the Wolfen fighters are replaced by Bushido Industries designs including eight Katana fighters with faster than light drives. The twenty Silverhawk armors carried by the cruisers in Wolfen service are not embarked but instead are replaced by the less expensive “Stormcrow” knock off design.


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


Model Type: Modified CCA-200-B

Class: Heavy Cruiser

Crew: 460 crew members (40 officers and 420 enlisted).

Troop Capacity: 140 marines (Usually only about 50 embarked), 36 fighter pilots, and 20 Stormcrow pilots



Vehicles:

Power Armors & Robots:

20

SC-MM-1000 Stormcrow Space Combat Exoskeletons

Fighter Compliment:

12

BIF-75 Tanto class Light Starfighter

8

BIF-67 Katana fighter ship (with FTL Boosters)


M.D.C. by Location:

20 cm Main Laser Cannons (2):

1,200 each

12 cm Support Heavy Laser Cannons (6):

750 each

GR-1000 Point Defense Gravity Rail Gun Turrets (8):

200 each

Variable Focus Particle Beam Cannon Turrets (8):

150 each

Cruise Missile Batteries (2):

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:

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 F.T.L. 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% (1,500 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: 236,000 Tons (214,100 tons)

Power System: Anti-matter; average energy life of 50 years. The ship normally only goes 10 years between refueling and refitting.

Cargo: Cargo holds are scattered about the ship that allows for carrying up to 5,000 tons (4,546 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 a Lictor is around 2.3 billion credits (not counting other vehicles). Rebuilding cruiser cost around 800 million credits.


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.

  2. 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.

  3. Six (6) 12 cm Heavy Laser Cannons: Replaces heavy particle beams. Laser cannons are used against frigates and as against heavily reinforced targets. Two are located on either side of ship. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Only two cannons can be fired as one volley. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

  4. Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.

    Mega Damage: 2D6x100 M.D.C. each or 4D6x100 for two.

    Rate of Fire: Maximum of two (2) times per melee each laser cannon.

    Payload: Effectively Unlimited.

  5. Eight (8) GR-1000 Large Point Defense Rail Guns: Replaces original electromagnetic 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. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

  6. 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.

  7. Eight (8) Variable Focus Particle Beam Mounts: Replaces point defense lasers. 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).

  8. 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.

  9. Two (2) Cruise Missile Batteries: Replaces 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.

  10. 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.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) per battery, per melee round, for a maximum of 64 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)

  11. Eight (8) Medium Range Missile Batteries: Modified for greater rate of fire. 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.

  12. 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 (See revised Phase World missile tables for details.)

    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 battery.

    Payload: 240 per launcher for a total of 1,920 medium range missiles.



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Image drawn and copyrighted by "MK01". .

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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2013, Kitsune. All rights reserved.



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