Xanadu Station "Duquesne" class Heavy Cruiser:

(Modified U.N. SPACY Battleship)


The Duquesne class is the backbone of the Xanadu forces in many ways. While originally considered to be battleships, their size fits them into the heavy cruiser class in the Three Galaxies and were re-classed as heavy cruisers. The system has a total of twenty four of these vessels and there are actually more cruisers in Xanadu forces than there are frigates or destroyers. Not all of the cruisers are of the Duquesne class but they are the vast majority and are the most likely to be seen outside of Xanadu system. Originally, the colonists had eight of these vessels but many more have been built since. These vessels were made a building priority and more have been constructed than Command Carriers or Macross Cannons. While these ships still look externally the same as they did before being refitted, they have been greatly refitted in propulsion, weapons, and electronics.


Like other U.N. SPACY starship designs, the main energy weapons have been retained unaltered. The ship has a huge number of energy weapons and is quite a dangerous vessel to fight against at short ranges. The main changes have been in the missile weaponry and point defense. Instead of four long range missile launchers and six medium range missile launchers, the vessel carries two cruise missile launchers, two long range missile launchers, and two medium range missile launchers. While the vessels do not have as many long range missile launchers as the Warshield class cruiser, the medium range missile launchers partially compensate for the reduced number of long range missiles. The defensive weapon has been upgraded. The twelve laser turrets have been replaced by eight point defense particle beams, eight point defense rail guns, and eight mini-missile launchers. Like other refitted U.N. SPACY starship designs, all of the new weapon systems are of Consortium design.


Similar to the Macross Cannons and Command Carriers, the propulsion, protection, and electronics have been upgraded on the Duquesne class Heavy Cruiser. The sensor systems and computer systems are similar to those carried on the Consortium Warshield class cruiser and are far more powerful than the ones that they replace. The main difference has been alterations in fire control for the much heavier battery of energy weapons. The ship’s hulls have been modified with alloys designed in the Three Galaxies and are far tougher than the original hull on the UN SPACY battleship. Shields were added to further increase the amount of damage the vessel could withstand. The original shield design was copied from that of the Warshield class cruiser but was upgraded to the shields on the New Coventry Black Prince class when the two nations became allies. Like the Command Carrier, the entire propulsion system was replaced. The new propulsion system is contra-grav in design and the ship carries both a conventional in system drive and a faster than light drive. Although the backup solar system was retained for emergency life support, the fusion power system was found to be unable to produce enough power so it was replaced by an anti-matter power system.


The normal crew of a standard U.N. SPACY battleship is 360 crew contrary to the common listing of 72 crew members. The ship can be operated by 72 crew in emergencies but it is not recommended for long periods of time. The crew has been increased in Xanadu service to 395 due to the added systems on the vessel. Still, the vessel has impressive automation. The vessels carry marines in addition to the crew and fighter pilots. Mecha have been replaced by fighters although Valkyries are retained. These ships are not specifically fitted as flagships but can fill the role when needed. These ships will often operate with a pair or more of frigates or destroyers and act as command ship in those cases.


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


Vehicle Type: SCA-12-B (Originally designated as SB-12)
Class: Space, Heavy Cruiser (Originally classified as Space Battleship - non-transformable)
Crew: 395 (55 Officers and 340 Enlisted)
Troops: 72 Marines (including 36 in Silverhawk Power Armor), 72 fighter pilots, and 48 additional passengers.


Vehicle, Robots, and Power Armors:
Power Armors:

36SH-CCW100 Silverhawk Attack ExoSkeleton
Conventional Fighter Compliment:
6SF-101LR Black Eagle medium fighter
12BIF-67 Katana fighter ship
Valkyrie Fighter Compliment:
24Improved VF-2SS Valkyrie
6Improved VF-2SS SAP Valkyrie
4Improved VF-2SS SAP Specials Valkyrie
10Improved VF-XX Zentran Valkyrie


M.D.C. by Location:

Communications Antennas (3, rear):250 each
[1] Bridge Bubble (1, top):8,000
[1] Secondary Bridge8,000
[2] Main Thrusters (1):10,000
[2] Secondary Thrusters (3):4,000 each
Small Guidance Thrusters (24):250 each
Main Laser Cannon (1, nose):5,000
Main P-Beam Cannon (1, forward)2,500
Rear Laser Cannons (2):2,500 each
Point Defense Gravity Rail Guns (8):200 each
Point Defense Particle Beam Cannons (8):150 each
Cruise Missile Batteries (2):1,000 each
Long Range Missile Batteries (2):600 each
Medium Range Missile Batteries (2):500 each
Mini Missile Launchers (8):100 each
Outer Hull (40 ft/ 12.2 m Area):200
Inner Hull (40 ft/ 12.2 m Area):125
[3] Main Body45,000
[4] Variable Force Field:6,000 a side (36,000 Total)


Notes:
[1] The main bridge is exposed but is protected by heavy armor. The secondary bridge is deep within the ship and the ship’s main armor must be penetrated (reflected by the high M.D.C. value). The secondary bridge normally acts as the flag bridge when the ship is acting as a Flagship. Even if both bridges are destroyed, 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 bridges 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 FTL propulsion systems are destroyed and maximum sublight speed is reduced by half. Destroying secondary engines reduces the ship’s maximum sublight speed by one quarter.
[3] Depleting the M.D.C. of the main body will put the heavy 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% (1800 M.D.C.) per melee rounds.


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: With the addition of contra grav flight, the Duquesne class Heavy Cruiser can land on a planet if absolutely necessary, but is not designed to maneuver in an atmosphere with a maximum speed is 450 mph (724.2 kph). It is more aerodynamic than most other Macross II capital ship classes.
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 5.5 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about three years worth of supplies on board.


Statistical Data:
Length: 800 feet (244 meters)
Height: 65.6 feet (40 meters) including bridge tower
Width: 240.2 feet (73.2) meters at maximum cross section
Weight: 3,650,000 tons (3,311,200 metric tons)
Cargo: Can carry up to 20,000 tons total extra material between the various cargo holds. 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 ammo, armor, troops, weapons, engine, reaction mass, and equipment.
Power System: Anti-Matter with a 50 year life span. The ship normally only goes 10 years between refueling and refitting. Has a solar emergency backup (indefinite life - Can only power life support and basic systems).
Market Cost: Never been sold but Xanadu station would likely be willing to sell the design to interested parties. The ships would probably cost between 5 to 7 billion credits each. Manufacturing cost is around 3.5 billion credits.


Weapon Systems:

  1. The Main Laser Cannon (1): The nose of the heavy cruiser contains a giant laser with good range and tremendous power. This weapon fires straight forward and has the ability to do huge amounts of damage to other cruisers and completely obliterate destroyers and frigates in one shot. While not as long ranged as most of the heavy weapons on Consortium vessels, the weapon is fairly long ranged. The weapon cannot be used when the vessel is in FTL travel and has standard penalties to hit small targets.
    Maximum Effective Range: 60,000 miles (96,500 km) in space and 60 miles (95.6 km) in an atmosphere.
    Mega-Damage: 2D6x1000
    Rate of Fire: The laser cannon can fire three times per melee round (15 seconds).
    Payload: Effectively unlimited.
  2. Main Particle Beam Cannon (1): The particle beam cannon is mounted on top of the nose of the vessel. The cannon can be raised and lowered 90 degrees to fire at targets off of centerline. The weapon is devastating powerful and has an incredible rate of fire but has a comparatively short range compared to most weapons of its class. The weapon cannot be used when the vessel is in FTL travel and has standard penalties to hit small targets.
    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
    Mega-Damage: 2D4x1000 M.D.
    Rate of Fire: The particle beam cannon can shoot six times per melee round (15 seconds).
    Payload: Effectively unlimited.
  3. Rear Laser Cannons (2): A pair of high powered laser cannons are mounted in the tail section of the heavy cruiser on either side of the main thrusters. Each can angle and rotate 180 degrees. While not as long ranged as most of the heavy weapons on Consortium vessels, weapons are fairly long ranged. While not quite as powerful as the main battery, they are capable of damaging most large vessels and crippling smaller vessels such as frigates and destroyers with one shot. Laser cannons have a higher rate of fire than standard Consortium lasers. Weapons cannot be used when the vessel is in FTL travel and has standard penalties to hit small targets.
    Maximum Effective Range: 60,000 miles (96,500 km) in space and 60 miles (95.6 km) in an atmosphere.
    Mega-Damage: 1D4x1000 M.D. per single blast or 2D4x1000 per simultaneous blast from both at the same target (counts as one melee attack).
    Rate of Fire: Each laser cannon can shoot five times per melee round (15 seconds).
    Payload: Effectively unlimited.
  4. Eight (8) Point Defense 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 20 mm projectile. The weapon system cannot be used to engage targets while traveling at faster than light velocities but does not have penalties against small targets.
    Maximum Effective Range: 2 miles (3.2 km) through atmosphere and 200 miles (320 km) in space.
    Mega-Damage: Rail guns inflict 2D4x10 M.D.C. for a 20 round burst.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: 10,000 Rounds (500 Bursts) each cannon.
  5. Eight (8) 25 mm Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense. The weapon system cannot be used to engage targets while traveling at faster than light velocities but does not have penalties against small targets.
    Maximum Effective Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.
    Mega Damage: 3D6x10 M.D.C. each.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  6. Two (2) Cruise Missile Batteries: 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, launching starship, and missile. When drive goes dead, missiles 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 missiles when dead are at -25% to detect.) See modified starship rules for more details - Cruise missiles have standard penalties 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.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per launcher, per melee round, for a maximum of 64 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 64 total, 32 cruise missiles per battery. Ship has 8 reload of missiles (512 cruise missile reloads total.)
  7. Two (2) Long Range Missile Batteries: Missiles have 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, missiles 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 missiles when dead are 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 missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per launcher, per melee attack.
    Payload: 640 total, 320 long range missiles per battery.
  8. Two (2) 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. Missiles have 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)
    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), or eight (8) missiles per battery.
    Payload: 320 per launcher for a total of 640 medium range missiles.
  9. Eight (8) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. 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.) Batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: Mini-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 revised Phase World missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of four (4) or eight (8) missiles.
    Payload: 128 per launcher for a total of 1,024 mini-missiles. Cargo hold has an additional 1,024 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2002, Kitsune. All rights reserved.



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