RolePlay onLine RPoL Logo

, welcome to Rifts, Adventures Unlimited.

14:25, 29th March 2024 (GMT+0)

UEEF Space Vessels

Posted by GargoyleFor group 0
Gargoyle
GM, 20 posts
Sun 16 Oct 2016
at 21:46
  • msg #1

UEEF Space Vessels


  Start here
Gargoyle
GM, 79 posts
Thu 5 Oct 2017
at 01:28
  • msg #2

UEEF Space Vessels

SDBC Shimakaza-Class Battlecruiser

   One of the newest types of capital vessels fielded by the UEEF, the Shimakaze class is designed to be a hard hitting cruiser that relies more on its guns than it complement of mecha; a significant strategic divergence from UEEF battle plans and tactics employed over the last generation. Shimakaze battlecruisers are intended to replace the venerable Tokugawa-class battleship as the fleet’s ship-of-the-line. One Shimakaze, the Icarus, was the first UEEF vessel to mount a capital-scale Synchro Cannon. That ship was the Flagship for the rogue General T.R. Edwards before being commandeered by Captain Vince S. Grant. Unfortunately, the remaining Shimakaze battlecruiser were refitted to carry Synchro Cannons as well in the build-up to the liberation of Earth. Now the UEEF High Command is considering retrofitting those ships to their original configurations, by replacing the Synchro Cannon with bow-mounted super lasers, which would take them out of service for quite some time.
   Even without its main gun, the Shimakaze is a powerful combatant, armed with a new type of heavy beam cannon, numerous missile tubes, point defenses and a squadron of Veritechs. But one can make the point that its most lethal weapon is its speed and maneuverability. The Shimakaze flies like a fighter, able to weave through combat, penetrate enemy defensive lines and deliver a knock-out punch directly to strategic enemy assets. This is another departure from previous (and still prevailing) UEEF Tactics which rely on rigid formations of vessels anchored by a carrier or battle-fortress that keep their distance while the Veritech squadrons move in for what the Synchro Cannons do not destroy at range.
   The Shimakaze still carry a powerful turret-mounted, anti-ship’s particle beam cannon that was originally designed to be the ship’s primary weapons. The cannon is incredibly efficient in it’s a weapon its size. The old point-defense lasers have also been replaced with more powerful pulse laser batteries with a much higher rate of fire, providing the ship with better anti-fighter and anti-mecha cover. Perhaps more importantly, they provide improved coverage for the rest of the fleet from mecha and fighter assault.

Shimakaze Battlecruiser
Model Type: Shimakaze-Class Battlecruiser.
Class: SDBC (Super Dimensional Battlecruiser)

Ship’s Complement:
Ships Crew: 138 total
Bridge Crew: Ships Captain (1), Executive Officer (1), Helm (2), Navigation (1), Communication/Sensor (2),  Security (4 Security corpsmen in CBR-5 armor and armed with M-25C Wolverine Carbines)
Combat Information Center: Operation Commander (1), Commander’s Aides (2), Military Advisors (4), Ship’s Weapons (8), Comms (6), Security Team (6 Security Corpsmen in CBR-5 armor and armed with M-25C Wolverine Carbines).
Ships Operations Crew: Engineering (20), Medical Team (15), and general enlisted (65)
Troops: 716
UEEF Naval/Marine Aviators: 24 Alpha pilots, 12 Beta pilots.
UEEF Fleet Personnel: 430 mainly technical and support M.O.S.
UEEF Marine Corps Detachment: 250

Mecha Complement:
Veritech Fighters:
24 VF/A-6X Shadow Fighters
12 VFB-9 Beta Fighters
Cyclones: 315 - 050 Series Cyclones Standard
Silverbacks: 65 - VM-9L Series Silverbacks Standard

M.D.C. By Location:
Forward Hull Section (1/3) - 5000
1Midship Hull Section (1/3) - 5000
2Aft Hull Section (1/3) - 10,000
3Hull per 40 foot (12.2m) - 200
4Bridge Tower - 2000
Interior Bulkheads per 10 foot (3 m) section - 50
Interior Hatches - 50 each
Alpha Launch Bays (2) - 1,200
Launch Bay doors (2) - 500
Midships Recovery/Landing Hanger Bays (2) - 1,600 each
Main Thrusters (4) - 850 each
Anti-Ship Particle Beam turret - 900
Missile Launchers (30) - 250 each

1Destroying the midships hull section takes out the Command Deck and eliminates all weapons controls, rendering the ship flyable but unable to fight.
2Destroying the aft section of the hull destroys the engines, setting the ship adrift.
3Punching holes in the hull will cause the Damage Control System to automatically seal off whatever compartment has been exposed to vacuum. Ships are highly compartmentalized to prevent easy decompression of the whole ship.
4Destroying the Bridge Tower destroys the Bridge. With the Bridge gone, the ship can still be commanded from Central Command Deck.

Speed:
Hover: The Ship can hover in atmosphere and is capable of VTOL launches.
Flying:
Atmosphere: The Shimakaze is more capable in atmosphere than most UEEF space vessels. Maximum atmospheric cruising speed at any altitude is 1,340 mph (2,144 km) or Mach 2. It can reach a max near Mach 13 to escape atmosphere.
Space: Cruising speed of 6,850 mph (10,960 km) or Mach 9. Maximum speed is 15,224 (24,358 km) or Mach 20. Maximum interplanetary speed of approximately 1,676,700 mph (2,682,720 km or 1/400th the speed of light) can be attained within 12 days of sustained acceleration (without the use of Hyperspace fold Drives).
Maximum Range: Limited only by supplies. The Reflex Furnaces can carry enough Protoculture for up to ten years of standard operation, although shipboard expendable stores are only good for one year of constant deployment with a standard crew and troop complement. However, Protoculture fuel supplies can be quickly through the use of Hyperspace Fold Drives. The drives generate a fold bubble up to one mile (1,609 km) across that can also carry other ships within range of the sphere. The amount of the fold bubble generated with each fold depends on the diameter of the fold bubble generated and the distance traveled, up to a limit of 150 parsecs in a single jump. Trips longer than that require multiple folds.

Statistical Data:
Length: 1,797 feet (548 m)
Beam: 732 feet (223 m)
Height: 523 feet (159 m)
Weight: 750,000 tons fueled and provisioned
Power Source: Three Reflex Furnaces powering four capital plasma thruster arrays and one MK.IV Capital Space Fold Generator.

Weapons Systems
1) Type I Capital Class Synchro Cannon: This was the first Synchro Cannon ever installed onto a capital class UEEF starship, providing the ship incredible firepower and finally giving a UEEF ship-of-the-line the same punching power as a Zentraedi Battlecruiser. While the weapon packed a nearly irresistible punch, both rate of fire and range suffered due to the drain on the ship’s Reflex Furnaces. This was later improved in future capital class Synchro Cannons, but with the liberation of Earth requiring as large a battle-ready fleet as possible, the Shimakaze were never refit with a newer version of the cannon. Now that the weapons have been revealed to be a Haydonite trap, they have been deactivated fleet-wide.
Primary Purpose: Anti-Ship
Secondary Purpose: Planetary Bombardment
Weight: Not applicable. Part of ship’s hull
Range: 75,000 miles (120,700 km) in space, but only 100 miles (160 km) in atmosphere.
Mega-Damage: Destroys Everything in its line of fire. A dodge and other evasive action is the only way to escape destruction.
Rate of Fire: Once every five minutes
Payload: Effectively Unlimited
Note: These weapons have difficulty hitting small, fast targets like mecha and aerospace fighter craft, and even ships as large as Horizon class transports.

2) HPC-SC320 Twin-Barreled, 320mm Particle Cannon Turret: Before the ships were redesigned to house a Synchro Cannon, this weapon was intended to be the Shimakaze line’s main gun. While the ship’s offensive power was to rely heavily on missiles cruisers of the late 20th Century, this weapon provided combat flexibility, and by mounting it in turret allowed the ship to maximize the use of its maneuverability without relying on a limited, forward-facing weapon. Now that the Synchro Cannons have been deactivated, it is again the battlecruiser’s main gun.
Primary Purpose: Anti-Ship and Assult
Secondary Purpose: Anti-Installation and Defense
Weight: Not Applicable. Part of the ship’s hull
Range: 120 miles (192 km) in atmosphere, 960 miles (1,536 km) in space.
Mega-Damage: 2D6x100 M.D. per single blast, 4D6x100 M.D. per simultaneous blast.
Rate of Fire: Twice per melee round (15 seconds)
Payload: Effectively Unlimited
  Note: These weapons have difficulty hitting small, fast targets like mecha and aerospace fighter craft, and even ships as large as Horizon-class transports.

3) HM-1 Heavy Missile Launchers (30): These missile launchers line the midsection of the ship.
Primary Purpose: Anti-Ship
Secondary Purpose: Anti-Installation and Siege Fire
Weight: Not Applicable. Part of the ship’s hull
Range: Per long Range missile; typically 500 miles
Mega-Damage: Per warhead; varies with type
Rate of Fire: Each Launch tube fires one missile at a time, but can fire combined volleys of up to 30 missiles.
Payload: Twelve in each of the 30 armored magazines, 360 total. The ship can hold 360 missiles in its hold.

4) MLWS-60 Rapid-Fire, 60mm Point Defense Laser(4): An upgrade to the older MLWS-40s, four of these are mounted on either side of the bridge tower. These turrets are excellent anti-mecha weapons and do a reasonable job against the fast and nimble Invid Fighter Scouts.
Primary Purpose: Anti-Mecha, Anti-Space Fighter
Secondary Purpose: General Defense
Weight: Not Applicable. Part of the ship’s hull
Range: 6,000 Feet (1,839 m)
Mega-Damage: 3D6x10 M.D. per single blast
Rate of Fire: Each blast counts as one attack. Attacks per melee are equal to those of the “gunner” assigned to the weapon position, plus one (typical 4-6 attacks per melee round). Each laser is used to attack its own, independent target(s), and MLWS-60s seldom work in tandem with the other laser positions to fire upon the same target, as each gunner is typically given a “zone” to defend that optimizes his or her turret’s firing arc.
Bonuses: +2 to strike opponents from man-sized to mecha, fighters and shuttle craft.
Payload: Effectively Unlimited

5) Ship’s Systems of Note: Advanced avionics suite, IFFF computer, tactical life support, escape pods for all crew and troops.
Gargoyle
GM, 80 posts
Sat 7 Oct 2017
at 20:38
  • msg #3

UEEF Space Vessels


Sign In