CAF Aegis Class Area Defense Missile Ship:
Although the Archer Class Battlecruiser gave the CAF a potent weapon
against the Kreeghors new Defiler and Eradicator cruisers, in one way it
was not a very efficient weapon: It was too powerful, and did not carry
the right weapons mix and was rather too expensive to use as a escort for
other ships.
To fulfill the need for a ship which could provide missile support for
a carrier group, the CAF design bureau took the basic hull design of the
Archer, and redesigned its weapon compliment to be centered around Long
Range Missile Launchers. Incidentally the fitting of long range missile
launchers in capital missile launcher fittings meant that space was left
over, meaning that maintenance of the long range missile launchers is much
easier. The large parts commonality between the Archer and the Aegis classes
also aids in lowering costs and improves logistics.
The Aegis looks like almost exactly like a Archer Battlecruiser (upon
which it was based), with most of the exterior of the ship looking exactly
the same. Just like with the Archer the most prominent feature of the Aegis
class is the large amount of missile bay covering hatches on the ships
hull, and since the hatches covering the missile bays were NOT redesigned,
some of the long range missile launchers lie behind the huge hatches designed
for cruise missile launchers. The only way to distinguish a Aegis from
a Archer is to look at the ships beam weaponry, for here the two ships
have very different emplacements. Not visible is the fact that the armor
is slightly inferior to those on the Archer Battlecruiser although shields
remain the same.
Just as with the Archer class much of the ships interior has been given
over to cavernous missile bays and magazines, but more room was left for
fighters, powered armors and especially freight. A item which is similar
is the lack of extensive recreational areas in the ship, despite the complaints
that this got from the evaluation and regular crews of the Archer class
battlecruiser. This may actually signal the return to totally combat orientated
ships, and a leaner, more streamlined CAF. Especially compared to some
of the HAFN and early Wolfen designs, the CAF warships had become more
and more luxurious (for warships that is....) in the last centuries.
The ships engines are copies of the ones fitted into the new Champion
class cruiser, as these have been found to perform well, and are very size
efficient. The difference is that six of them had to be fitted to give
the ship enough power and acceleration. A bonus to this is that because
so much of the ships weaponry is missile based, relatively more power is
available for the engines.
The ship is quite large, but as has been remarked, most of that size
is to fit the huge load of missiles. The ships main battery consists of
two heavy Graser cannons which have good power and range, enabling the
ship to fight frigates and corvettes, as only one or two hits will destroy
such small craft. Even cruisers will think twice before getting caught
by these weapons. Its secondary weaponry are eight graser cannons, which
give the ship the ability to fight corvettes and frigates at lower ranges
too. Lastly it has four heavy mass drivers, enabling the ship to hold its
own against targets that are impervious to energy as well.
The real armament are the missile launchers, and here the ship excels:
It has only two capital scale missile launchers, these weapons are for
ship to ship combat, and give the heavy escort a reasonable long range
punch. The real armament is a series of no less than sixteen long range
missile batteries. In addition to being capable of being used for ship
to ship combat, these missiles give the Aegis the ability to provide anti
fighter and anti cruise missile fire for a entire carrier group, and this
is their main purpose. To this end, half of all long range missiles carried
are fitted as Multi Warhead missiles, allowing the engagement of enormous
amounts of fighters and missile volleys. All of these weapons are normally
covered by large hatches that swing open to allow them to fire.
For its own defense the ship carries eight medium range missile launchers,
and for point defense it carries sixteen GR-1000 railguns, sixteen particle
beam cannons, and surprisingly, six tachyon scatter guns. This configuration
of its point defense is the second test by CAF engineers to see if this
array, previously only found on ships build or designed by the New Coventry
shipyards (and on the Archer), is truly more effective than the usual mix
of railguns, particle beams and mini-missile launchers that CAF ships carry.
A added bonus is that this array has much longer range than the standard
CAF Point Defense array, and this assists the ship in its role as escort
and protector for other ships.
For its size the ship carries surprisingly few fighters, but this should
not be much of a hindrance, as it is expected to be operated close to carriers
most of the time. Three squadrons of light and two squadrons of medium
fighters, coupled with six heavy fighters make up the ships entire compliment.
Much of the room for the extra fighters came from the fact that two of
the cruise missile mounts from the Archer are empty, with no corresponding
LRM launcher to fill their place. The room that was freed was used for
the enlargement of the hangar and the cargo space. Its marine and power
armor compliment are also rather small, with only 220 marines and 24 Silverhawks,
and this too is simply because so much of the ship is magazines and launchers.
There simply is not as much interior to defend as one would expect! No
Battlerams are carried, as these would be useless at most of the ships
combat ranges and missions.
The last, but certainly not the least part of the ships arsenal is the
Battlelink Main Control System with which all ships in the class will be
equipped. Since the Aegis class are meant to work in concert with other
large ships, at relatively low ranges, it was decided that the Main Battlelink
computers would be a standard addition to the class.
This starship design uses modified starship speed and ranges. See
Revised
Starship Rules for Phase World for more details.
Model Type: ADS-1
Vehicle Type: Area Defense Missile Ship
Crew: 515 (45 Officers, 470 enlisted)
Troops: 220 Marines (Typically 80 stay on board for ship defense),
108 fighter pilots, 24 silverhawk pilots, and can carry up to 500 passengers
in addition.
Vehicle, Robots, and Power Armors:
Power Armors:
| 24 | SH-CCW100 Silverhawk Attack ExoSkeleton |
Fighter Compliment:
| 18 | CAF SF-69 CAF Scorpion Star Interceptor |
| 12 | BIF-67 Katana Starfighters or SF-101 Black Eagle Starfighters |
| 6 | CAF LRF-25 Proctor Heavy Fighters |
M.D.C. By Location:
| 25 cm heavy Graser cannons (2): | 1,500 each |
| 15 cm Support Graser cannons (8): | 1,200 each |
| Heavy Mass Drivers (4, 2 forward and 1 on each side): | 1,200 each |
| GR-1000 Gravity Rail Gun Turrets (16): | 200 each |
| Point Defense Particle Beam Cannons (16): | 150 each |
| Tachyon Scatterguns (6): | 200 each |
| Cruise Missile Batteries (2): | 1,000 each |
| Long Range Missile Batteries (16): | 600 each |
| Medium Range Missile Launchers (8): | 500 each |
| Outer Hull (40 ft/ 12.2 m Area): | 200 |
| Inner Hull (40 ft/ 12.2 m Area): | 125 |
| [1] Bridge: | 20,000 |
| [1] Auxiliary Bridge: | 20,000 |
| Hanger Bay: | 20,000 |
| [2] Main Engines (6): | 15,000 each |
| [3] Main Body: | 150,000 |
| [4] Variable Force Field: | 12,000 a side (72,000 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 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 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% (3,600 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 1.1 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 450 mph (724 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 6 lightyears per hour.
Maximum Range: Effectively Unlimited by either Drive system.
Carries about one years worth of supplies on board.
Statistical Data:
Length: 2,750 feet (825 meters)
Height: 620 feet (186 meters)
Width: 513 feet (154 meters)
Weight: 5.2 million Tons (4.7 million metric Tons)
Power System: Anti-Matter with a 50 year life span. 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 60,000 tons (54,400 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 ships spaces are taken up by
extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: An Aegis will cost approximately 11 billion credits
to build. No ships are available on the black market, and the CAF will
not sell them to member states of the CCW.
WEAPON SYSTEMS:
- Two (2) 25 cm Heavy Graser Cannons:
Grazer cannons use focused
gamma radiation and are very powerful. The weapon mounts have about a 25%
increase in both range and damage over standard laser cannons of the same
size. These mounts are slightly less powerful than the main battery but
are quite powerful and any ship caught in the cannons fire will regret
the situation very quickly. Like the main battery, these cannons are capable
of destroying frigates in one hit or quickly crippling heavier vessels.
The cannons are mounted in the sides of the ship. Batteries can be fired
up to 180 degrees toward the rear on either side (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 45 degree angle up or down. Weapon has standard
penalties to hit fighters and small targets for a large starship weaponry.
The weapon system cannot be used to engage targets while traveling at FTL
velocities.
Maximum Effective Range: 125,000 miles (201,000 km) in space
and 125 miles (201 km) in an atmosphere.
Mega Damage: 1D6x1000 MDC each and both can be combined for
a total of 2D6x1000.
Rate of Fire: Maximum of Two (2) times per melee per cannon.
Payload: Effectively Unlimited.
- Eight (8) 15 cm Graser Cannons:
Grazer cannons use focused
gamma radiation and are very powerful. The weapon mounts have about a 25%
increase in both range and damage over standard laser cannons of the same
size. These cannons are the support battery of the ship and while quite
powerful, they do not have the incredible firepower of the main battery
of the heavy cruisers except when fired together. Four cannons are mounted
on the top of the ship and four cannons are mounted on the bottom of the
ship. Batteries can be fired up to 180 degrees toward the rear on either
side and can fire at a 90 degree angle up or down. Weapon has standard
penalties to hit fighters and small targets for a large starship weaponry.
The weapon system cannot be used to engage targets while traveling at FTL
velocities.
Maximum Effective Range: 20,000 miles (32,200 km) in space and
20 miles (32.2 km) in an atmosphere.
Mega Damage: 3D6x100 MDC each, two can be combined for a total
of 6D6x100, three may be combined for a total of 9D6x100, and four may
be combined for 12D6x100.
Rate of Fire: Maximum of Two (2) times per melee per cannon.
Payload: Effectively Unlimited.
- Four (4) 20 cm Heavy Mass Drivers:
This weapon replaced the
heavy G-Cannon turrets because the G-Cannons did not inflict enough damage
on targets and when ships are against other ships that had the spell impervious
to energy, the problem was a severe handicap. A new weapon system was developed
around the concept of firing a massive high density projectile at a target
at incredible velocity. The projectile masses around half a ton and relies
on pure kinetic energy instead of explosives.
The weapon system is not unguided but instead has limited maneuverability
using a low powered contra-grav system. Guidance is through a relatively
short range tachyon guidance system (Gives +3 to strike.) Because of the
low maneuverability of the projectile, it has standard penalties to hit
small targets such as fighters, power armors, and missiles. When projectile
reaches maximum range, it is no longer guided but can be used effectively
against unmoving targets in a similar manner to missiles (has same penalties.)
The projectile is slower than light speed and cannot be used effectively
when the starship is traveling at faster than the speeds of light.
In addition to a single heavy anti-starship projectile, the mass drive
can fire a larger projectile containing eight smaller kinetic kill projectiles.
Like the full scale projectile, each smaller projectile is guided and is
extremely effective against smaller target such as missiles, power armors,
and fighters. These smaller projectiles are extremely useful as addition
point defense against missiles. These projectiles are also guided by a
relatively short range tachyon guidance system (Gives +3 to strike.) Unlike
missiles, volleys of four or more of these projectiles can be dodged. So
that projectiles can be fired through an atmosphere, the main projectile
casing is fitted with a heat shield.
Each mass driver is mounted in a special turrets that are partially
recessed into the ships hull. The turrets have a limited firing arc. Each
has a 30 degree arc of fire. Two mounts are in the front of the ship and
one mounts is on the sides of the ship. The ship will make radical side
turns to allow the side launchers to fire forward if on a direct approach
to the target.
Maximum Effective Range: 20,000 miles (32,200 km) in space with
range of 40 miles (64.4 km) in an atmosphere.
Mega Damage: Standard Kinetic Projectiles: 2D6x100+200
MDC each (optional rule is that projectiles gets a critical on a natural
18, 19, or 20 due to its high penetration.) Sub-Caliber Kinetic Projectiles:
2D6x10 MDC per projectile (8 smaller projectiles per larger projectile
- optional rule is that projectiles gets a critical on a natural 18, 19,
or 20 due to its high penetration.)
Rate of Fire: Maximum of four per melee (Each larger projectile
when loaded with sub caliber kinetic projectiles has eight projectiles.)
Payload: 100 projectiles for each mass driver (400 total) -Usually
60 standard and 40 sub-caliber loaded projectiles per mass driver.
- Sixteen (16) GR-1000 Large 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 come out of weapons 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 FTL velocities.
Maximum Effective Range: 16 miles (26 km) through atmosphere
and 1,600 miles (2,575 km) in space.
Mega-Damage: 40 round burst does 4D6x10 M.D.
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.
- Sixteen (16) Point Defense Particle Beams:
These weapons
are used for anti-missile, anti-power armor, and anti-starfighter defense.
Each Particle Beam is in a Turret that can rotate 360 and has a 180 arc
of fire. The weapon system cannot be used to engage targets while traveling
at FTL velocities.
Maximum Effective Range: 600 miles (960 km) in space and range
is 6 miles (9.6 km) in atmosphere.
Mega Damage: 3D6x10 MDC each.
Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- Six (6) Tachyon Scatter Guns:
The main purpose of this system
is as an anti-missile point defense. They do this by firing a wide blast
that affects all targets in a cone 12.4 miles long and 3.1 miles wide in
an atmosphere that can destroy whole volleys of missiles before the strike
the ship (Roll once against a volley and unless the missiles roll to dodge
greater than strike roll, they are all destroyed.) The stream lasts for
significant fraction of a second and missiles tend to run into the stream
(Gives +4 bonus vs fast moving targets such as missiles.) 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 Tachyon Scatter
Gun is in a Turret that can rotate 360 and has a 180 arc of fire.
Maximum Effective Range: 49.6 miles (80 km) with a width of
12.4 miles (20 km), range and width is one quarter in atmosphere.
Mega Damage: 2D4x10 MDC each.
Rate of Fire: Maximum of four (4) times per melee each.
Payload: Effectively Unlimited.
- Two (2) 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). Whether weapons can be shot
down is calculated from the speed of target, launching starship, and missile.
When drive goes dead, missile will still cruise 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. This launcher is a standard CAF launcher. 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
Mega-Damage & Properties: See
Phase World
Missiles for details (Anti Matter inflicts 4D6x100 MDC).
Rate of Fire: One at a time or in volleys of 2, 8, 16, or 32
per launcher, per melee round, for a maximum of 192 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 launcher. Ship has
9 reloads of missiles (640 cruise missiles total).
- Sixteen (16) 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). 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. Because of the area defense role,
at least half the missiles are of the Multi-Warhead configuration.
Maximum Effective Range: Missile range is 3400 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
Missiles for details (Fusion
inflicts 2D4x100 MDC).
Rate of Fire: One at a time or in volleys of 2, 8, 16, or 32
per launcher, per melee attack.
Payload: 7,680 total, 480 long range missiles per launcher,
with a total of 2880 Multi Warhead missiles.
- 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: 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
Phase World
Missiles for details.)
Rate of Fire: Can fire missiles one at a time or in volleys
of 2, 4, 8, or 16 missiles per launcher.
Payload: 320 per launcher for a total of 2560 medium range missiles.
Other Systems:
- Battlelink Main Control System: The Main Battlelink computer provides
the Aegis 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. For more information regarding
the Battlelink, go to
Phase World Battle Link.
[ Phase World TM, TGE TM, Kreegor TM, and CAF TM are trademarks owned by Kevin Siembieda
and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium
Books Inc.]
By Mischa (E-Mail Mischa)
Revisions by Kitsune (E-Mail Kitsune).
Copyright © 1999, 2008, & 2011, Mischa & Kitsune. All rights reserved.