Replacing the Spikeris class corvette in service, the Kamekh class was the standard Kilrathi corvette during the Twenty-Six Sixties. In many ways the ship should be considered the functional equivalent of the Confederation Venture class corvette. The ship is an intermediate size class between a bomber and a destroyer. In many ways, the ship does not really satisfy either role.
These ships were used for many roles by the Kilrathi including as escorts for battle groups, where the ships were often used as missile decoys for the capital ships, and in the role of scout. Another role was for the corvettes to act as a picket for jump points where a destroyer or larger vessel is considered too valuable to picket. Like the Confederation equivalent, these ships are extremely cheap to build and can be constructed extremely rapidly. Most of the class appear to have been decommissioned soon after the Battle of Terra with their replacement being the more modern Kamrani class.
Many people describe corvettes as eggshells with sledgehammers. The Kamekh class is no exception to this. Its main battery is the launcher for eight anti-ship torpedoes. The Kilrathi corvettes are only slightly heavier armored than the Confederation Venture II class corvette and their shields only have half the output of the shields carried on the Confederation design. For defense against fighters, the ships have twelve long range missiles as well as carrying an extensive mass drive point defense battery.
These ships are not especially fast, being slower to accelerate than the Ralatha class destroyer. Even though comparatively small, these craft are too large to operate from large carriers but instead have to dock externally. Some large orbital bases have the ability to land the corvettes and the craft can also land on a planet. As a result, the corvette is designed for atmospheric operations unlike most capital ships. Like capital ships, the Kamekh is designed with a jump drive which allows the ship virtually unlimited range.
Notes of game conversion:
Because of the nature of the Video Game / Novel series "Wing Commander" and the needs to put the starship into game mechanics, the starship has several modification compared to the Video Game and Novels. The most important change it to change top speed to acceleration. Like fighters in Star Wars and original Battlestar Galactica, the fighters appear to act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television series Babylon 5 and the new Battlestar Galactic are good series to watch to get a clearer idea on how space vehicles would probably maneuver although still not a perfect perspective. The starship has been modified to uses my revised phase world starship rules and can hold their own against most C.A.F and Kreeghor starships. See Revised Starship Rules for Phase World for more details.
Model Type: Kamekh class Corvette
Vehicle Type: Escort / Scout
Crew: 16 (3 officers and 13 Enlisted)
M.D.C. By Location:
| Light Point Defense Mass Drivers (9): | 120 each | |
| Cruise Missile Hard Points (8): | 25 each | |
| Long Range Missile Hard Points (12): | 10 each | |
| Landing Struts (3): | 50 each | |
| [1] Bridge / Cockpit: | 1,000 | |
| [2] Engineering section: | 1,400 | |
| Main Engines (2): | 850 each | |
| [3] Main Body: | 3,300 | |
| [4] Variable Force Field: | 1,000 per side (6,000 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 does not have an auxiliary
bridge. Even if the bridges is destroyed, 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 engineering section means that ship FTL propulsion
systems are destroyed and maximum sublight acceleration is reduced to ten
percent of normal (using navigational thrusters).
[3] Depleting the MDC of the main body will put the Destroyer 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% (300 M.D.C.) per melee.
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 0.40 percent of light per melee.
Atmospheric Propulsion: Unlike larger vessels, the Corvette
can operate within an atmosphere but is extremely limited in an atmosphere.
Maximum cruise speed is Mach 1 (741.5 mph / 1,193.3 kph), can enter an
atmosphere and can leave but is not designed for atmospheric flight.
Stardrive: The corvette mounts a jump drive which is capable
of jumping instantly from a fixed point in a system to another fixed point
in a system. These points are weaknesses in the fabric of space and have
been mapped in most cases. Fuel is hydrogen which the corvette scoops from
space to fuel the jump engine.
Maximum Range: Effectively Unlimited by either Drive system.
The corvette has about one year worth of supplies on board.
Statistical Data:
Length: 442.91 feet (135 meters)
Height: 213.58 feet (65.1 meters)
Width: 303.15 feet (92.4 meters)
Weight: 1,433.0 Tons (1,300 metric tons) fully loaded
Power System: Fusion with a 20 year life span. The ship normally
only goes 5 years between refueling.
Cargo: Cargo holds are scattered about the ship that allows
for carrying up to 100 tons (110.2 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 take up by
extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: The Kamekh class corvette costs around 550 million
credits to manufacture.
WEAPON SYSTEMS:
[ Phase World TM, Kreeghor 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.]
[ Wing Commander copyright © Origin Productions]
By Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 2007, Kitsune. All rights reserved.