ARMOR Battlecruiser

ARMOR Battlecruiser

Immense terror weapons of unimaginable destructive potential, the ARMOR Battlecruisers dwarf nearly every other weapon of its type on Rifts Earth, even the feared Coalition Firestorm Fortress. With a battalion of ground forces and a battalion of air forces, a Battlecruiser strike force is considered a full regiment, commanded by a Colonel. A Battlecruiser can float over a battlefield and either direct the battle, or rain fire down in support of a ground offensive.

While the Battlers were the symbol of ARMOR's Space Fleet, the Battlecruisers were the backbone. A design that hadn't changed in nearly 100 years, the Battlecruiser was built in the hundreds. After being stranded on Rifts Earth, ARMOR undertook a massive renovation of the remaining 8 Battlecruisers left to it. The first thing ARMOR's engineers did was to replace the massive troop areas and troop stasis tubes with living quarters and troop barracks. Originally designed to support 250 or so crew, with 5-6,000 troops in stasis, the life support systems had to be redesigned to support the more than 2,200 active personnel now stationed onboard. The weapon's layout of the ship also had to be changed to reflect the Battlecruiser's new role as a close support vessel, instead of as a space warship of the line. While the K-Cannons remained the same, the number of Pumped Lasers and Gyrocannons were tripled and doubled, respectively. The Heavy Missile Mounts were replaced with the smaller, shorter range Missile Mounts. All differences in space went towards munitions and food supply storage. The last major change to the Battlecruiser was the addition of two wings to help stabilize the ship in low speed flight. While the ships are perfectly able to fly in an atmosphere without the wings, at speeds under 400 MPH they tend to wallow through the air like drunken whales, losing initiative, but conversely, gaining a +1 to dodge. While they aren’t exactly graceful with the wings, they are balanced and can perform basic stable maneuvers at low speeds.

Even after the massive upgrades, the ARMOR Battlecruisers have seen limited action on Rifts Earth. One factor that reduces their effectiveness, other than their speed, is the fact that all of the weapon systems have been cut to a quarter of their normal range in the Earth’s atmosphere. While this isn’t a major factor, it does become problematic when many ground-based systems have ranges that far exceed their own maximum range. Other than the failed assault on Columbia, in which 5 were utilized, the Battlecruisers have been used mostly as sector command posts, controlling one or two Brigades on maneuvers.

Combat Note: The following has been adapted from Zentraedi for use here.
First: It must be understood that the weapon systems of the Battlecruiser are designed for long-range bombardment of targets.
Second: Players should realize that they are not likely to destroy a Battlecruiser with mecha or personal weapons. However, it is equally unlikely that any of the big weapons, with the exception of missiles, will ever strike such a small adversary.

Volley Attacks: Battlecruisers have scores of lasers and small weapons. To roll for strike and damage for each individual blast would take a ridiculous amount of time. Instead, the multitude of weapons can be combined into one or more volleys of blasts. A volley is a simultaneous firing of several blasts at the same, individual target. The procedure for rolling a strike is unchanged. If the roll is successful, then the entire volley strikes and does multiple damage to the target. If it fails, then the entire volley misses. 

Number of Volleys per Melee: A Battlecruiser can fire a volley of all of the weapons of a specific type at one individual target, or split the volley to fire at up to five individual targets.
Weapons per Volley Maximum Volleys per Melee per Weapon System
Kinetic Cannons (5) Two volleys per melee
Gyrocannons (2) Four volleys per melee
Pumped Lasers (4) Four volleys per melee
Missile Mounts (10) Four volleys per melee

Bonuses and Penalties to Strike
Bonus/Penalty to Strike Target’s Approximate Size

+10

10,000ft or larger

+6

9990ft to 5000ft

+4

4990ft to 2000ft

0

1990ft to 1000ft

-4

990ft to 400ft

-6

390ft to 150ft

-10

140ft or smaller


Note: All small spacecraft/mecha/vehicles (140ft or smaller) get an automatic dodge against large ship volleys.

Modified Dodge: A Battlecruiser cannot dodge completely out of an attack’s path, but may be able to maneuver enough to avoid full impact. The dodge roll is unchanged, and a failed roll means the vessel takes full damage. A successful roll to dodge means the vessel is able to maneuver away enough to be struck a glancing blow, taking only one third the normal damage.

Missile Combat: Missiles can be fired in a volley at a single target, or in a Random Assault on multiple targets. If fired at a single target, the attack is determined as usual. If a Random Missile Assault is performed on multiple targets, then a different procedure is used. In this assault, at least ten missiles are launched simultaneously, but not as a volley at any one target. Instead, each of the missiles speeds off to search for its own target. Once a target is identified, the missile locks on and strikes. Because of the random seek and destroy program, more than one missile is likely to home in one the same target. Missiles will lock onto the first available target. Determining the number of missiles that will home onto a target is simple:
* 1D4 missiles for every 10 missiles launched.
* Roll for each available target, beginning with the closest, until most of the missiles are accounted for. There are bound to be some that stray off, so don’t worry about losing 4 or fewer.
Note: If only one target is available, 50% of the missiles will home into it, the rest will stray away. 

Attacking Battlecruisers: Like most large warships over 1000ft long, individual or mecha-sized weapons cannot destroy the Battlecruiser. The best any of these can do is to destroy individual laser turrets, missile mounts, or hatches and doors. The auxiliary engines, shield generators, and communication systems are also vulnerable targets. Mecha or individuals can wreak havoc by punching through the hulls and waging a limited assault inside. This type of assault is best used as a hit and run tactic; get in, do as much damage as possible, get out before the security squads arrive. The only sure way to destroy one of these ships is to attack it with an equally powerful warship, or capital-class weaponry. Capital-class weaponry includes heavy bombardment type weapons, such as Long Range Missiles, Cruise Missiles, Artillery Cannon, and Mortars. Generally speaking, if the weapon has a blast radius under 50 feet, the most it will do is blast a hole through the double hull, not actually damaging any of the systems within. 

Attacks per Melee: A Battlecruiser has 7 actions to spread between the various weapon systems and actions. Gyrocannons and Pumped Lasers may combine their volleys into one combined attack at a target; all other weapon systems fire separately. The release of fighters or vehicles counts as one action. Up to 10 fighters or vehicles can be released per each action used. 


Vehicle Type: Space, Battlecruiser
Crew and Troops:
Ship's Crew: Ship's Captain (1), Ship Officers (25), Gunners (45), Enlisted Crew (160), and 1 Lance of Terrine Guards (81).
Troops: 1 Company of Infantry (380), 1 Company of Armor (440), and 1 Air Wing (160).
Support Staff: Assorted Engineers, Mechanics, Armorers, and Medics (1020).
Total: 2312

Mecha Capacity:
80 Ram Battletanks
20 Lynx Hoverjeeps
10 Rhino IFVs
2 Command IFVs
60 Terran Fighters
20 Drop Shuttles

M.D.C. by Location:
Gyrocannon Turrets (10) 50 each
K-Cannon Turrets (5) 150 each
Pumped Laser Turrets (20) 20 each
Missile Mounts (10) 75 each
Retractable Weapons Hatches (40) 100 each
Airlock/Access Hatches (15) 100 each
* Hull per 100 sq. ft. area (10ft x 10ft) 100
Interior Walls and Hatches per 50ft area 25
** Main Bridge 600
*** Shield Generators (2) 800 each
Forcefield 18,000
Long-Range Communication System 250
**** Stabilizer Wings (2) 1,750 each
Main Bay Doors (10) 400 each
Drop Bay Doors (10) 250 each
***** Life Support Systems 2,500
Forward 2/3 of ship (main body) 20,000
Main Engines (rear 1/3, main body) 5,500
Auxiliary Engines 2,200
* Depleting the MDC of a specific area of hull will punch a hole into it, but will only give access to the inner weapon turret access corridor. A second reinforced hull must be penetrated to gain access to the ship itself. These reinforced hulls are the same strength as the outer hull and do not count as interior walls.
** Destroying the main bridge will only temporarily disable the ship during the time it takes to switch the controls to the emergency bridge and the Command and Control Center buried in the center of the ship (usually 30 seconds). After the emergency bridge takes over, the ship fights as normal, with the exception that it automatically loses initiative until the battle is completed.
*** The MDC listed is for the generator bubbles in the rear of the ship. Destroying one generator bubble reduces the total shield strength by one-half. Destroying both disables the shield.
**** The stabilizer wings are to stabilize the ship in low-speed maneuvering (under 400 mph) while in an atmosphere. If one or both wings are destroyed, the ship suffers a -4 to initiative, -20% to piloting skill rolls, and +1 Dodge bonus.
***** The Life Support Systems act as a reinforced crew compartment for space vessels. Even if the main body MDC is depleted, those vital systems necessary to keep the crew alive (heating and air) remain operational until either the crew is rescued, or the LSS are destroyed.

Speed:
Conventional Sublight Propulsion: .15 the speed of light.
Atmospheric Speeds: The cruisers are capable of basic atmospheric flight; a maximum of Mach 4 is possible.
Maximum Range: Unlimited. Fusion reactors give an estimated life of 55 years before needing refueling.

Dimensions:
Length: 1150 feet
Height: 145 feet
Width: 165 feet
Power System: Fusion Reactor.

WEAPON SYSTEMS
1. Shield Generator:
Generates a defensive forcefield that protects the entire vessel equally. Normally used to block micro-meteors in space and aid in reducing friction while in an atmosphere, the forcefield is equally capable of protecting the ship from moderate damage. While the field is normally activated to protect all parts of the vessel equally, it can be focused to protect specific areas of the ship (forward, bottom, rear, topside, port, or starboard sections) by drawing power from another section of the shield, leaving the other area open to attack. The total MDC for the entire forcefield is 18,000 MDC, or 3,000 MDC for each of the six sections. A specific section can be reinforced up to 6,000 MDC by drawing protection from the directly opposite section (i.e. draw MDC from the rear shield to reinforce the forward shield, or from the port shield to the starboard shield, etc.). Power can also be drawn from undamaged or lightly damaged sections to equalize shield strength all over the ship. The forcefield can regenerate its MDC at a rate of 1,500 MDC per hour.

2. K-Cannons (5):
The Kinetic Cannons, or K-Cannons, have been of limited use to the Battlecruisers, as they were designed for use in space. The range has been cut to a quarter of the normal effective range and while it can lob a shell out to its Earth-rated 250 miles, it is extremely inaccurate against small or moving targets. As such, the K-Cannons are used to bombard ground targets and large air targets.
Primary Purpose: Anti-Warship
Secondary Purpose: Ground Bombardment
Damage: 2D6x100 MD.
Range: 250 miles.
Payload: 500 shells for each cannon, 2500 shells total.
 
3. Gyrocannons (10):
Gyrocannons are the ARMOR equivalents of 20th century machine guns. They fire small smart shells that explode on impact.
Primary Purpose: Anti-Mecha
Secondary Purpose: Anti-Missile
Damage: 2D6 MD single shot, 2D6x10 MD for a 20 round burst.
Range: 1 mile.
Payload: 20,000 rounds for each cannon, or 1000 bursts.
Notes: +6 to hit all targets.
 
4. Pumped Lasers (20): Pumped Lasers have two modes of firing; they have a single shot cutting beam mode, and a rapid-fire mode that fires a burst of cutting laser beams. In both modes, the beams are swept through an area, guaranteeing a hit.
Primary Purpose: Anti-Mecha
Secondary Purpose: Anti-Missile
Damage: 3D6 single shot, 3D6x10 MD spray burst.
Range: 2 miles.
Payload: Effectively unlimited.
Notes: +4 to hit in single shot mode.
 
5. Missile Mounts (10): These regular missile mounts fire the ARMOR equivalent of medium range missiles.
Damage: 4D6x10 MD per each missile.
Range: 150 miles.
Rate of Fire: Up to 4 missiles per volley.
Area of Effect: 30-foot radius.
Payload: 120 missiles each, plus 400 more in reserve storage bays.
Notes: +2 to hit all targets, all normal bonuses if fired in a salvo.
 
Special Notes:
Most large space vessels have the following facilities and equipment. Only their placement, size, and complexity vary with each ship’s layout.
1.  Speed of Light Travel: All spacecraft can travel at a fraction of the speed of light.
2.  Auxiliary engines and propulsion system:
allows for travel at around the speed of sound. These engines are used only in emergencies.
3.  The Command Center/Ship’s Bridge: This is the heart of the big ships. This massive area controls and monitors external and internal communications, sensory data, and weapon systems. Toward the center of the chamber is the strategy and tactics conference table. Computer generated graphics, plotting arms, and superimposed holograms can display a complete visual image, with accompanying data regarding any enemy target(s). Over 700 targets, within an 80,000-mile area, can be identified, tracked, and visually displayed, with an accuracy margin of 94%. An array of computer banks, conference tables, data posts, monitors, large screens, and holographic displays protrude from the floor, walls, ceiling, and even dangle in mid-air.
Depending on the preferences of the various races, the commander may control the ship from a command bubble, a raised command deck, or even just a center mounted command chair. In any case, the ship’s commanding officer can observe all activity. Holographic displays, triggered by voice activation, spring to life at the slightest grumble. In some cases, a small forcefield or a transparent armor bubble with a MDC of 50 may protect the command area.
4.  Auxiliary Bridge:
Most vessels have an auxiliary bridge buried deep within the heart of the vessel. This bridge has most of the same abilities of the main bridge, but in a much smaller area. As such, the displays aren’t as numerous or as large as those on the main bridge. As this bridge is very rarely used, junior officers are usually assigned here, with a command level officer in charge.
5.  Radio Interference Network: From the Command Center, the ship can project an area or net of intense radio interference that can completely isolate an enemy. The range of the radio jamming is approximately 50 miles, but can be increased by linking additional ships into the network (adds 50 miles per each additional vessel). Anyone caught within the radio interference net will be unable to receive any short or long-range transmissions. A superior communications system, like that of another cruiser, will be able to maintain internal communications as well as boosted short range communications within 25 miles from the main receiver. There are no limitations as to the duration of these jamming signals, which can be maintained for months.
6.  Radar Jamming: From the Command Center, a ship can jam an enemy’s radar. Range is a 10 miles area up to 400 miles away.
7.  Long Range Video and Communications System: From the Command Center, can send clean, accurate audio-visual transmissions up to 10,000 miles away, as well as pick up and monitor outside transmissions. The range of transmission is doubled in space and can be further extended by bouncing transmissions from one ship to another.
8.  Internal Security System: From the Command Center, besides monitoring hatch and door status all over the ship, the sensors monitor the temperature, radiation, motion, and chemical make-up of the ship’s breathable oxygen. The system can detect interlopers, disturbances, or anomalies on board the vessel. The system also controls a number of small laser turrets placed in corridor intersections, over main hatches, and around sensitive areas. While these pulse-firing lasers can hold off interlopers, they are no replacement for the security squads that will be sent to investigate any security breaches. Small Laser Turrets: 4D10 MD; fires burst sprays, hits 1D6 targets; 3 attacks; 30 MDC.
9.  Medical Facilities/Laboratory: Big ships have fully stocked, modern medical facilities, equal to any ground-based hospital. Any medical procedures that are available to a race can be performed in the medical facilities, including bionic and cybernetic replacements of limbs and organs. The laboratory facilities include chemical, biological, spectrographic radiation, and sound analysis, storage of specimens, and audio/visual/computer data recording.
10.  Mess Halls: Distributes various foods and drinks. Water is also dispensed at these locations.
11.  Water Supply: A large reservoir of drinking water is stored on all vessels, in addition to the supplies at the mess halls.
12.  Launch Bays: These huge, wide-open storage areas for fully functioning combat ready fighters and shuttles can be found scattered throughout the ships.
13.  Vehicle/Armor Bays: A comparatively smaller chamber containing weapons, armor, and ground vehicles, usually connected to the launch bays by corridors or elevators.
14.  Double Reinforced Hull: A secondary hull and access tunnels line the full length of most deck levels. The space between the hulls is usually no larger than a walkway and access hatches/tunnels to the secondary turrets and into the main section of the vessel. 
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