Weapon Systems

1. Cruise Missile Launcher Battery (2): Built into the central superstructure, is the main weapon of the Battlemaster, a large cruise missile battery that faces upwards like a funnel system. From this location, a crew of eight men per battery, can fire cruise missiles straight up into the air, and from there they can redirect according to their programmed target. They are typically used in the Anti-Fortification role, but could, and are just as easily used against enemy ships. Operations in this weapon system are very simplistic, and straight forward, and make for very effective combat. The Target Designator and "Gunner" operate the battery they are assigned to. Meanwhile, when using nuclear ordinance, the two NBC Weapons Engineers monitor all such activities, and assist in the handling of the missiles, along with the crew of four weapons engineers that operate the robotic lifts that lift the cruise missiles from their storage bays far below deck, into the launch pad. When conventional weaponry is used, the NBC Weapons Engineers are also expected to give assistance to the conventional Weapons Engineers to make haste in combat.
Primary Purpose: Anti-Installation.
Secondary Purpose: Anti-Warship.
Mega-Damage: High Explosive warheads inflict 1D6x100 M.D. to a radius of 200', while Anti-Matter missiles inflict much more serious damage; 4D6x100 M.D. to a 1,000' radius of ground zero, and 2D4x100 M.D. to anything within a 5 mile radius immediately surrounding ground zero. Anti-matter is also known to create incredible amounts of deadly radiation, much more so than an ordinary nuclear weapon, inflicting 2D6x100 SDC (or 1D4x100 M.D. to mega-damage creatures) to any living creature within 3 miles of ground zero, or 1D6x100 SDC (or 4D4x10 M.D. to mega-damage creatures) to any creature between the three and six mile zone. Remember, radiation damage cannot be healed by natural regeneration, as in the example of the NGR's infamous "U" rounds.
Blast Radius: 200' radius for high explosive, and varies for the Anti-Matter, see above.
Maximum Effective Range: 1,500 miles.
Rate of Fire: 1, 2, 3, or 5 missiles may be fired from each launcher at a time.
Payload: 5 High Explosive cruise missiles per launcher, with an additional 40 missiles of this type carried in the launcher's magazine. The Weapons Engineer crew of each launcher must operate the lift equipment, which grabs a ready to arm missile from the magazine using a computer image that shows status, and a line drawing - sort of like a video game. It grabs the missile, and lifts it up to the launch deck. It then can be controlled to enter it into the launcher - then when secure clamps will engage to hold the missile fast in it's position. One of the Weapons Engineer crew members then attaches a cable to the missile, at which point the gunner punches in an access code to arm the weapon. Then, the blast doors are closed - and the missile is ready to be fired. Note that each Battlemaster Class Cruiser employed by the Allied Naval Fleet carries 6 anti-matter cruise missiles for use against threats such as the CS States, Atlantis, and/or The Gargoyle/Brodkil Empire. In the case of an Anti-Matter missile, the N.B.C.W.S.s are the only crew members that can arm these weapons before the blast doors are closed. (NOTE: Neither of the Kyatashiro employed Battlemasters (I.K.S. 20 Surikami and I.K.S. 21 Metsukami) employ the Anti-Matter weapons, or any other form of Nuclear ordinance.)
Fire Control: The only assistance really provided to these weapon systems is the radar range finder, as well as an advanced targeting computer. These provide a combined bonus of +6 to strike with all attacks, not counting the additional bonus from missile guidance system that accounts for any changes made due to winds and other atmospheric conditions - this accounts for a total bonus of +9 to strike.

2. Imperial Kyatashiro Ship Yards Type 1, 155 mm Naval Cannon Turrets(2): These triple mount turrets were specially manufactured to compose the main weaponry of the Battlemaster Class Battle Cruisers. They utilize old world technology to concoct cannons of incredible caliber - use the concept of shells with set loads of powder that increases rate of fire, then the cannon barrels are sheathed in a specially developed system of electromagnetics that propels the shells beyond their typical velocity to 5,200' per second! (Mach 5.2) This effectively creates a massive rail cannon. The turrets themselves are triple mounts as mentioned before, located both fore and aft of the superstructure. Each turret may rotate in 180 degrees (ie. 90 degrees to each side.) and the guns may elevate up to 45 degrees, and down to -5 degrees. Each turret has a crew of 14 men, again a small number when compared to those used in pre-RIFTS times, thanks to automation and similar mechanical systems. Their use in combat is multi-facetted. They are primarily intended for Anti-Warship duty, but also see service in Anti-Aircraft duties, as well as anti-torpedo attacks!
Primary Purpose: Anti-Warship.
Secondary Purpose: Defense.
Mega-Damage: 4D6x10 M.D. per singular high explosive cannon shell, or 1D4x100+80 M.D. for two barrels firing at once. 1D6x100+120 M.D. for all three barrels firing at once. A special fragmentation cannon shell has also been developed for anti-aircraft duties, and for anti-torpedo work. Equipped with proximity fuses, they detonate within 25' of the torpedo. This cannon shell inflicts 2D6x10+30 M.D.. Typically, only one will be fired at a torpedo, but if it is a volley, two cannons inflict 4D6x10+60 M.D., and three cannons will inflict 1D4x100+50 M.D..
Blast Radius: 150' radius for the high explosive shells, or 225' radius for the special fragmentation shell.
Rate of Fire: Equal to the gunner's hand to hand attacks. (Note that the absolute maximum rate of fire is 10 shells per melee, however these weapons are typically fired in salvo method meaning that shots are fired, hits are confirmed, and then new targets are either designated or X number of salvos will continue. Usually, in most operations then these guns have a practical rate of fire of right around 4 shells a melee - but can achieve more provided the right circumstances.
Maximum Effective Range: 34 miles.
Payload: Each turret has it's own individual ammo magazine two decks below, which contains 2,200 high explosive shells, and 400 fragmentation shells. A specialized lift, is operated by part of the turret crew, loading the 150 Lbs shells onto the lift, and then sending them up. It's robotic systems although mostly automated, requires hands on operations and an ever watchful eye for problems.
Fire Control: Each turret has a number of systems used in targeting. Among those are weapon stabilization, radar range finder, visual range finder, and a heads up display. This extensive system, combined with the sensors operators elsewhere in the ship vectoring information to the crew of the turret, provides the gunner with a bonus of +5 to strike.

3. Imperial Kyatashiro Ship Yards Type 2 127 mm Cannon Turrets (4): A quartet of twin 127 mm cannon turrets frame the superstructure of the vessel, and flank the main turrets. Like the 155 mm Cannons, these weapons are not the typical weapons of Pre-RIFTS navies, as they utilize the electromagnetic propellant sleeves around the barrels of these weapons to accelerate a conventionally fired cannon shell to nearly twice it's normal velocity, for a speed of 5,850' per second!. (Mach 5.95!) Each turret may rotate 120 degrees to the outside of the ship, but cannot train on the opposite turret, nor can it double back to get a cross over the bow or stern of the ship. These weapons are very effective in their dual role of anti-shipping, and defense, and are used to great effect by their 8 man crews.
Primary Purpose: Anti-Warship.
Secondary Purpose: Defense.
Mega-Damage: 3D6x10 M.D. per singular high explosive cannon shell, or 6D6x10 M.D. for both cannons firing at once. A special fragmentation cannon shell has also been developed for anti-aircraft duties, and for anti-torpedo work. Equipped with proximity fuses, they detonate within 25' of the torpedo. This cannon shell inflicts 2D4x10+20 M.D.. Typically, only one will be fired at a torpedo, but if it is a volley, both cannons inflict 4D4x10+40 M.D..
Rate of Fire: Equal to the gunner's hand to hand attacks. Note that the maximum rate of fire however is a whopping 28 shells a melee, however these weapons are typically fired in salvo method meaning that shots are fired, hits are confirmed, and then new targets are either designated or X number of salvos will continue. Usually, in most operations then these guns have a practical rate of fire of right around 6 shells a melee - but can achieve more provided the right circumstances.
Blast Radius: 100' for a High Explosive Shell, 150' for a Fragmentation Shell.
Maximum Effective Range: 18 miles.
Payload: Each turret has it's own individual ammo magazine two decks below, which contains 650 high explosive shells, and 150 fragmentation shells. A specialized lift, is operated by part of the turret crew, loading the 89 Lbs shells onto the lift, and then sending them up. It's robotic systems although mostly automated, requires hands on operations and an ever watchful eye for problems.
Fire Control: Each turret has a number of systems used in targeting. Among those are weapon stabilization, radar range finder, visual range finder, and a heads up display. This extensive system, combined with the sensors operators elsewhere in the ship vectoring information to the crew of the turret, provides the gunner with a bonus of +5 to strike.

4. Anti-Missile Rail Gun Turrets (4): The Anti-Missile Rail Gun Turrets are based on the Pre-RIFTS concept of the Phalanx weapon systems. Two of these turrets are located on the forward superstructure, and two are located on an outcropping from the aft superstructure tower which gives them a completely clear field of fire. They can rotate 220 degrees each, and can elevate 90 degrees, or lower to -10 degrees. Each turret is operated by a two man crew - a gunner and a target designator, deep within the forecastle of the vessel, via remote control. Information is vectored to the gunner via the sensors operators on board the ship, or remote targeting is accomplished via the use of wide angle cameras above the rail gun in the turret - which elevates with the rail gun as well. Additionally, wide angle optical sensors are found at the midship line, bow, and stern that are also used for location of threats.
Primary Purpose: Defense.
Secondary Purpose: Anti-Aircraft.
Mega-Damage: 2D4x10 M.D. per 60 round burst.
Rate of Fire: This is exclusively a burst weapon, that is operated by the appropriate gunner.
Maximum Effective Range: 11,000'.
Payload: Each turret has a 6,000 round drum, equaling a total of 100 bursts per gun. Twelve additional ammunition drums are contained in the cargo area, as reloads.
Fire Control: Each turret has a number of systems used in targeting. Among those are weapon stabilization, radar range finder, visual range finder, and a heads up display. Unlike the other systems, this system also combines an advanced combat computer which further enhances the performance of the sensors in use in this system. It actually permits the system to anticipate movements of targets, and to lead off a course accurately. This extensive system, combined with the sensors operators elsewhere in the ship vectoring information to the crew of the turret, provides the gunner with a bonus of +8 to strike.

5. Medium Range Missile Launcher Turrets(4): These missile launcher turrets are mounted just above, and behind each main 155 mm cannon turret. Each are box shaped with ten tubes, and mounted on an elevating and swiveling mount. This turret can elevate 45 degrees, and lower to -5 degrees, and can swivel 180 degrees. Each is operated by a crew of four men, a gunner, target designator, and two weapons engineering specialists (W.E.S.) who monitor the weapon's status, reload the launcher when it is empty, etc.
Primary Purpose: Anti-Warship/Anti-Aircraft.
Secondary Purpose: Anti-Fortification.
Mega-Damage: Varies with missile type.
Blast Radius: Varies with missile type.
Rate of Fire: 1, 4, 6, or ten missiles may be fired at a time.
Maximum Effective Range: Varies with missile type.
Payload: 10 medium range missiles, typically high explosive or armor piercing missiles, per launcher. The cargo hold contains 40 medium range missiles for reloads. Reloading a missile launcher during combat is a tedious process, requiring the W.E.S. crew to actually exit the superstructure with carts, each with 2 medium range missiles on them. This system is not the most efficient in use today, but it works. It takes approximately twelve minutes for a full reload. HOWEVER if the target designator and gunner go out and help with the reloading process, it will shorten the reload time to about 8 minutes - usually only the VERY good crews will agree to go out and assist the W.E.S. unit.
Fire Control: Each turret has a number of systems used in targeting. Among those are weapon stabilization, radar range finder, visual range finder, and a heads up display. This extensive system, combined with the sensors operators elsewhere in the ship vectoring information to the crew of the turret, provides the gunner with a bonus of +5 to strike - in addition to the radar guidance bonus provided from the missiles.

6. Systems of Note: The Battlemaster Class Cruisers are very well equipped in regards to communications, environmental, and sensory equipment.

    1. Long Range Radar System: This radar system is mounted near the center of the vessel. It has a long range of 120 miles, that gives details on aerial and surface objects, to all sides of the vessel. This Radar System can track 150 aerial targets and 72 surface targets simultaneously and can identify 5,000 different aerial targets including aircraft (pre- and post-RIFTS), TGE Spacecraft, UWW Spacecraft, CCW Spacecraft, Kitani Air/Spacecraft, and scores of supernatural flying beings - and any vessel produced by Iron Heart, Northern Gun, Tolkeen, Kyatashiro, Desert Star, Wa-Daisho, The New Navy, CS Navy, Tritonia, Naut'Yll, Atlantis, Horune, and scores of other pre-RIFTS vessels, and various other vessels found on the high seas. A secondary radar system is also carried within the hull that gives a meager range of 30 miles, for use if the larger radar units are knocked out.
    2. Sonar: Maximum Range is 50 miles. Can track 90 underwater targets, and identify literally thousands of underwater beings/creatures, any submarines made by the previously mentioned companies/factions, in addition to the identification computer being directly linked with the identification computer of the aerial radar as a cross reference.
    3. Communications: Radio communications on board of the Battlemaster are excellent in quality, with a broadcast range of 200 miles, but by redirecting the transmitter, the radio systems can achieve atmospheric bounce for a fairly consistent directional range of 2,000 miles. The radio systems are self reliant, and require the use of no balloons or UAVs, but if necessary a Dragonfly may be deployed to act as a mobile relay station for communications. A secondary radio system is also carried on board to act as a backup, and has a range of 50 miles. The Battlemasters are also equipped with a Sonic Underwater Communications Device with a 50 mile range. This is a special radio system currently only deployed by the affiliated navies of the Alliance. (Wa-Daisho Navy, JNF/ANF, & Kyatashiro Imperial Navy.) It is a speaker and detection system that emits a series of high frequency tones inaudible to even whales, that send vibrations through the water, which may be detected, and translated by similarly equipped vessels. This allows communications to take place between vessels which are underwater, and those on the surface of the water. The reason for the design of this system, is because radio waves simply will not pass through water, so a sonic system had to be developed for up to the minute communications.
    4. Weapons Command & Control: The command and control systems of the Battlemaster functions on the principle of "Many hands make for light work." An exclusive platoon of sensors operators, monitor sonar, thermal optic systems, ultraviolet optic systems, nightvision optics, air, and surface radar. This Sensor Operator's Platoon (S.O.P.), then contacts the bridge to find out what should be done if anything abnormal is detected, and from there it will either be dismissed or the Sensor Operators Platoon will begin to transmit data to weapon crews of whatever weapon would be best suited to dealing with such a threat. From there, a target designator with each weapon system will highlight any information necessary for the gunner/turret operator to work off of, and then he will take aim using a HUD system. Although it sounds complicated, in practice it is actually VERY fast, VERY efficient, and VERY deadly ... to the enemy. This combined use of sensory systems, team work, and by breaking the task down into a variety of positions, the entire vessel's combat effectiveness becomes more proficient. Unlike previously mentioned vessel types the bonuses applied to the weapon systems of the vessel, are mentioned directly under the weapon systems.
    5. Full environmental systems: The Battlemasters are invulnerable to any chemical or biological weapons in use, nor will radiation breech the hull, even on a direct hit. It's duration? Infinite, re-breather systems recycle the oxygen inside, essentially making it possible for the Battlemaster to button up, and sail through the most poisonous of clouds without difficulties. When under lock down procedure, a claxon will sound, and a red light above the doors leading out will light up informing the crew of this situation.
    6. Anti-Torpedo Guidance Device: The Battlemaster can opt to drag a device 100' behind it, through the water that gives off a strong sonar image that disrupts typical sonar guided torpedoes, causing them to go after this device instead of the vessel. The device has a 01-90% of drawing the torpedo to it, and has 90 M.D.C. to it's structure. Eight of these are carried on board. NOTE: The sonic underwater communications device occasionally comes in garbled when used to communicate with a vessel less than a mile away. Thus IF this system is used while the ultrasonic communications device is, treat the communications with that device with a -20% to the normal roll of Radio Basic to decipher.



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