Consortium Orbital Fortress - Light:

Like the Human Alliance, the Consortium constructs their own Orbital Fortresses to protect inhabited planets and important military posts. Simply put, a fleet cannot be everywhere at once. Almost all militaries in the Three Galaxies with any space capabilities at all have some form of fixed defenses even if they are just moon based missile batteries.

Often the Consortium will set up light fortresses to protect a newly formed colony and they are transferred to the system's defense forces after the population grows to be self supporting. At first the Consortium used the Human Alliance fortress designs but eventually developed their own fortress designs. The Consortium also is willing to sell these fortresses to defense forces within the Consortium although at a rather steep price. These fortresses also form the defenses of some resupply bases although major facilities are more often protected by larger fortresses.

These fortresses are quite a bit larger than the Human Alliance light orbital fortresses. These smaller fortress are designed to be able to defend a planet against attacks from cruisers and other relatively small vessels. While a number of these smaller fortresses can deal with battleship class vessels, in most cases larger fortresses are used to fortify systems under potential attack by heavier vessels. As with the Human Alliance design, the fortresses are build in sections designed to be easily carried in freighters. Once in the system, they can be assembled relatively quickly. While they can be theoretically, rarely are orbital fortresses disassembled and moved to another system once they are set up.

Due to not using space for drives, a fortress can carry far more firepower than a starship of similar mass. They are also generally less expensive to build and maintain. Their lack of mobility can a major weakness compared to starships because they cannot dodge incoming missiles. This means that anti-ship missile can be fired beyond the range of the anti-ship missile batteries of the fortress and come in on a ballistic course.

These fortresses are armed with four 20 cm heavy laser cannons backed up with eight 12 cm laser cannons and eight 8 cm rail guns. The rail guns are designed to deal with heavy targets which are impervious to energy weapons. As with most fortress, while the lack drives, they have maneuvering thrusters to allow them to spin to fire all direct fire weaponry on a single target. They also mount four capital missile batteries and six long range missile batteries. While the fortress can throw a single volley of capital missiles equal to a Protector class battleship, the fortress lack the ability to fire as many volleys as the battleship. During times of war, these fortress are often surrounded by minefields and these can be tied into the fire control of the Fortress.

Point defense of the fortress in quite heavy with twelve particle beam batteries, twelve gravity rail gun batteries, and twelve mini-missile batteries. These are designed to deal with fighter and missile attacks that get through the long range defensive missile batteries. Shields are similar to those which are used on a Warshield class cruiser and form a last line of protection. As might be expected, these fortresses are quite well armored and can withstand damage that would obliterate virtually any cruiser.

Another tactic when dealing with fortresses is to use fighters beyond the anti-fighter missile batteries of the fortress but within range for capital missiles. For this reason, and to give the ability to support locations away from the fortress itself, most fortresses carry a large fighter compliment. Fighters can be launched from fortresses and engage far faster than from a planet because a fighter has to climb out of the atmosphere. . This fortress is designed with the ability to embark five squadrons of light fighters and four squadrons of medium fighters. While an effort has been made to replace fighters with newer fighters, older fighters are more commonly found on fortresses than starships. In addition to light and medium fighters, most fortresses have a single squadron of heavy fighters. There has been an effort to replace all older fighters with the Proctor to give some long range scouting ability. The fighter compliment is supplemented by space power armors in most cases.

These fortresses are designed to be able to be operated by a fairly small crew. In addition, these fortresses have a minimal troop compliment. Because these fortresses are often protecting isolated colonies with minimal luxuries, these platforms are designed specifically for crew comforts. They have an extensive hydroponic section to provide fresh fruits and vegetable. To make the platforms less of a hardship, the Consortium tries to regularly rotate the crews of the platforms in isolated areas. Still, a surprising number tend to settle in the system that they are assigned and often join the system defense forces.

Fortresses often act as support facilities with the ability to both resupply smaller vessels, such as destroyers and frigates, and even perform light repairs on these same vessels. These fortress lack the facilities for major repairs however. In addition, they also have extensive medical facilities although are lacking compared to a full scale hospital. Still, small vessels often have only the most rudimentary medical facilities.

Power for the fortresses is from fusion reactors. Generally in systems refueling is much easier than for starships and hydrogen is extremely plentiful. The additional mass of fusion plants compared to anti-matter is also not critical as it is with many military vessels.

The orbital defense fortress design uses modified starship speed and range rules. See Revised Starship Rules for Phase World for more details.

Model Type: CAF ODF-L5
Vehicle Type: Orbital Defense Fortress (Light)
Crew: 235 (34 officers and 201 enlisted)
Troops: 100 marines ( typically stay on board for ship defense), 250 fighter pilots / crews, and 24 power armor pilots.

Vehicles:
Power Armors & Robots:
24SH-CCW100 Silver Hawk Power Armors
Fighter Compliment:
60SF-69 CAF Scorpion Light Star Interceptor (Wolfen Falx Supina in some cases)
24BIF-67 Katana Star fighters (H.A. Osprey Interceptor / Attack Fighter in some cases)
12SF-101 Black Eagle Star fighters (H.A. Osprey Attack Fighter in some cases)
12SF-101I Storm Eagle medium interceptor (H.A. Osprey Interceptor in some cases)
12LRF-25 Proctor Long Range Star Fighters

M.D.C. By Location:
20 cm Main Laser Cannons (4):1,200 each
12 cm Heavy Laser Cannons (8):800 each
8 cm G-cannon Turrets (8):800 each
Point Defense Gravity Rail Guns (12):200 each
Point Defense Particle Beam Cannons (12):150 each
Cruise Missile Batteries (4):1,000 each
Long Range Missile Batteries (6):600 each
Mini Missile Launchers (12):100 each
Outer Hull (40 ft/ 12.2 m Area):150
Inner Hull (40 ft/ 12.2 m Area):100
[1] Bridge / Command and Control:20,000
[1] Auxiliary Bridge / Command and Control:20,000
Hanger Bays (4):10,000 each
[2] Main Body:80,000
[3] Variable Force Field:5,000 a 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 station's armor. This station also has two auxiliary bridges. Even if both bridges are taken out, the station can still fire weaponry on local control. Weapon hits near the bridges that do not penetrate the station's integrity can injure crew members on or near the bridge.
[2] Depleting the M.D.C. of the main body will put the station out of commission. All internal systems will shut down, including life support and internal gravity. The station itself will be an unsalvageable floating wreck.
[3] 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:
Does not move; however, the station has station keeping Contra-Grav thrusters and can rotate rapidly so it can bring all weapon mounts to bear in all directions necessary. Contra-Grav Thrusters allows the station to increase its rotate at the rate of  18 degrees per melee. It takes 5 minutes to get station rotation up to 360 degrees per melee. This is normally the maximum the station will rotate at.

Statistical Data:
Length: 948.75 feet (289.18 meters)
Height: 222.5 feet (67.82 meters)
Width: 948.75 feet (289.18 meters)
Weight: 661,390 tons (600,000 metric tons)
Power System: Advanced Fusion with a 40 year life span. The ship normally only goes 10 years between refueling and refitting.
Cargo: Cargo holds are scattered about the station that allows for the storage of up to 50,000 tons (45,360 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. Station officers have more space for personal items. Most of the station's spaces are taken up by extra ammunition, armor, troops, weapons, and other equipment.
Market Cost: Platform costs the Consortium about 4.0 billion credits to manufacture in present time in the Three Galaxies. When the Consortium sells these platforms, they sell them for 8.0 to 12.0 billion credits. Cost does not include embarked craft.

WEAPON SYSTEMS:

  1. Four (4) 20 cm Heavy Laser Cannons: The fortress is armed with four 20 cm cannons. The fortress can be spun so that all heavy energy weapons are able to direct on a single target. Main anti-capital ship weapons and can take out frigates in one shot and can do large amounts of damage to larger starships. Weapon has standard penalties to hit fighters and small targets for a large gun. The barrels can be fired either forward or behind and can be rotated 60 degrees horizontally or vertically. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Maximum Effective Range: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an atmosphere.
    Mega Damage: 1D4x1000 MDC each.
    Rate of Fire: Maximum of Two (2) times per melee per cannon.
    Payload: Effectively Unlimited..
  2. Eight (8) 8 cm Heavy Rail Guns: Used as one of the secondary batteries of the fortress. The fortress can be spun so that all heavy direct fire weapons are able to direct on a single target. 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. Projectiles come out of weapons at a significant fraction of the speed of light.
    Maximum Effective Range: 10,000 miles (16,100 km), range is 10 miles (16.1 km) in an atmosphere
    Mega Damage: 1D4x100 MDC per 80 round burst each.
    Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
    Payload: 32,000 rounds each (400 bursts).
  3. Eight (8) 12 cm Heavy Laser cannons: Used as one of the secondary batteries of the fortress. The fortress can be spun so that all heavy energy weapons are able to direct on a single target. Two can be combined together. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Up to two may be fired as one volley.
    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
    Mega Damage: 2D6x100 MDC each. Two laser cannons can be combined for 4D6x100 Mega Damage.
    Rate of Fire: Maximum of Two (2) times per melee each.
    Payload: Effectively Unlimited.
  4. Twelve (12) 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 come out of weapons at a significant fraction of the speed of light. Cannon uses a 20 mm projectile.
    Maximum Effective Range: 2 miles (3.2 km) through atmosphere and 200 miles (320 km) in space.
    Mega-Damage: 20 round burst does 2D4x10 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.
  5. Twelve (12) Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter 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.
  6. Four (4) 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: 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 Phase World Missile Tables 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 128 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 128 total, 32 cruise missiles per launcher. Ship has 12 reload of missiles (1,536 cruise missile reloads total).
  7. Six (6) 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.
    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 Phase World Missile Tables 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: 1,920 total, 320 long range missiles per launcher.
  8. Twelve (12) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. Even though short ranged, most mini-missiles used in the Three Galaxies are guided. 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 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) mini-missiles.
    Payload: 128 per launcher for a total of 1,536 mini-missiles. Cargo hold has an additional 3,072 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.


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By Kitsune (E-Mail Kitsune).

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