“Coyote” class ECCM Destroyer (Modified Hunter):

The Hunter class destroyer is one of the more common destroyer classes in independent service. Many owners have looked for various ways which they might make them more effective. Upgrades include better fire control to link volleys of missiles, improved point defense batteries, and even improved heavy particle beam mounts in one version.

One group decided to create an electronic counter measures version of the Hunter which they decided to name the “Coyote” after the trickster beings in many legends. With so many of these destroyers in service, such a design would be the perfect augmentation to Hunter destroyer forces. So far only a handful of these destroyers have been modified as ECCM escorts but there are several groups interested in potentially purchasing them. A possible future customer might also be Ruardiss Nyada navy as a way to augment their forces against the much larger fleets of the Caramelles Kingdom.

So far these Destroyers have not been engaged in any major fleet actions however the ships are designs to cover a force of other warships with powerful jamming. This jamming is quite easily detected however numbers are hidden and the ships in the force are far harder to target. Most commonly it is expected that these ECCM destroyers are expected to operate with other Hunter class destroyers. Other vessels considered to be an extremely good match is the Striker class missile destroyer.

The jamming system jams electromagnetic systems including radar and radio. In addition, the system throws out a complex gravity wave pattern which interferes with gravity based sensor systems as well. Does not interfere however with thermal sensors, laser communication, or neutrino sensors.

Of course, the jamming does have some potential down sides. The jamming has issues with interfering with the sensor systems of the destroyer carrying it as well as other ships within the area of jamming. In addition, many missile systems have the ability to home in on jamming signals. The jamming can be toggled to try and trick incoming missile strikes but there is always potential risk.

With regards to the jamming interfering with the destroyer’s own sensor systems, a relatively simply solution has been developed. The destroyer will launch a single capital missile with a sensor array replacing the warhead. The missile’s sensors are then used to provide targeting data for the launching destroyer and any other ships which it is operating with.

The builders do not have the technology to build their own electronic warfare systems. Instead, they purchase the ECCM suites from Raven Industries. The main equipment of the jamming system takes up much of the Hunter’s cargo bay although there are two main arrays mounted externally on either side of the hull above the heavy particle mounts. There are a number of secondary arrays as well.

Otherwise, these destroyers are little altered. One important upgrade however is the fire control software to enable capital missiles to be fired with delayed drive engagement. The missiles accelerate far slower than standard initially but they are programmed to strike against their target as a coordinated volley instead of as individual missiles. In independent service, these destroyers rarely have access to anti-matter or X-Ray warheads instead multi-warhead fusion warheads. Usually four decoy missiles and six sensor capital missiles are usually carried as part of the payload.

The concept of carrying four Pepperbox external capital missile launchers is strongly being considered as a future upgrade. Little in the way of software upgrades are required. With regards to the launcher itself, the Tri-Galactic Military Service design with five capital missile is the most likely to be adopted. If the box launchers are adopted, likely the number of decoy and sensor capital missiles carried for the integral launcher will be increased.

In most cases the point defense weapon and heavy particle beams are unmodified. Some owners however replace the original point defense weaponry with systems considered more effective. These include replacing the original lasers with variable focus particle beams and the original electromagnetic rail guns with the far heavier and longer ranged GR-1000 heavy point defense gravity rail.

As one might expect, the electronic warfare suite is a complex systems needing additional manning to operate. As a result, the crew is increased from twenty-four to thirty-two. In order to have berthing for the additional personnel, the standard marine compliment is eliminated. However, the standard fighter crew compliment of ten is retained with the ability to carry four fighters in the small hanger. Hunter class destroyers have always been considered cramped with these vessels being no improvement in this regard over the standard Hunter.

This starship design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.

Model Type: HF-75-ECM.

Vehicle Type: ECCM Destroyer / Frigate.

Crew:           32.

Troops:        10 fighter pilots.

Vehicle, Robots, and Power Armors:



Medium Starfighters.

M.D.C. By Location:


Heavy Particle Beam Cannon (front, built into hull):



Heavy Particle Beam Cannons (2, built into sides):

650 each.


Electromagnetic Point Defense Rail Gun Turrets (4):

400 each.


Point Defense Laser Turrets (4):

300 each.


Cruise Missile Launcher (1, underside):



Medium Range Missile Batteries (2, top and underside):

450 each.


[1] Electronic Warfare Arrays (2, sides):

500 each.


[2] Bridge:



[3] Main Body:



[4] Variable Force Field:

1,000 a side (6,000 total).


[1] The destruction of an electronic warfare array eliminates jamming on one hemisphere of vessel.

[2] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship does not have an auxiliary bridge. Even if the bridge is destroyed, the ship can still be piloted from engineering but the ship is -3 to dodge and all weapon systems will be at local control. Weapons hit near the bridge that does not penetrate the ships integrity can injure crew members on or near the bridge.

[3] Depleting the M.D.C. 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 round.


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 0.95 percent of light per melee.

Atmospheric Propulsion: Maximum cruise speed is Mach 1.0 (761.2 mph / 1225.1 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight.

Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 4.5 light-years per hour.

Maximum Range: Effectively Unlimited by either drive system. Carries about one year worth of supplies on board.

Statistical Data:

Length:                300 feet (91.4 meters).

Height:                70 feet (21.3 meters).

Width:                 84 feet (25.6 meters).

Weight / Mass:    6,400 tons (5,806.0 metric tons).

Power System: Anti-Matter with a 50 year life span. The ship normally only goes 10 years between refueling and refitting. Backed up with emergency fusion plants.

Cargo: In order to mount the electronic warfare array, the cargo hold is vastly reduced. Cargo space is reduced to 40 tons (36.3 metric tons) of cargo not including a standard compliment of supplies and ammunition. Each enlisted crew member has a small locker for personal items and uniforms. Ship’s officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: A “standard” Hunter class Destroyer costs approximately 320 million credits. Upgrades cost approximately 400 million credits for a total cost of approximately 720 million. Normal purchase price is approximately 1.1 or 1.2 billion credits. Add 40 million credits to replace the standard electromagnetic rail guns with the GR-1000 rail gun. Add 40 million credits to replace the point defense lasers with variable focus particle beams. In all cases, cost does not include embarked craft.

Weapon Systems:

  1. Three (3) 10 cm Heavy Particle Beam Cannons: The mounts are identical to those carried in a standard Hunter class destroyer and are extremely effective. They can often devastate another destroyer in just a few shots and usually all three are concentrated on a single target. The weapons have good range although not useful against fighters and has standard penalties to hit small targets. One cannon is in the nose and the other two are on the sides mostly in the hull and are extremely well protected. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 10,000 miles (16,000 km) in space and 20 miles (32 km) in an atmosphere.

    Mega-Damage: 2D4x100 M.D. each (6D4x100 Maximum for all three.)

    Rate of Fire: Each one can be fired up to one time in a melee.

    Payload: Effectively Unlimited.

  2. Four (4) 14.5 mm Electromagnetic Point Defense Rail Guns: Unlike most of the rail guns used on Phase World / Three Galaxies starships, these are standard electromagnetic rail guns. They are 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. When used in space, projectiles are fired from rail gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. The rail guns use 14.5 mm depleted uranium projectiles. The weapon system cannot be used to engage targets while traveling at faster than light velocities. In some cases, these electromagnetic rail guns may be replaced by GR-1000 heavy point defense rail guns.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.

    Mega-Damage: Rail guns inflict 3D6x10 M.D.C. for an 80 round burst.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: 16,000 rounds (200 bursts) each cannon.

  3. Four (4) 18 mm Point Defense Lasers in Ball Turrets: This is the star ship’s primary anti-starfighter, anti-robot, and anti-missile defense system. Each laser 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 faster than light velocities. In some cases, these point defense lasers may be replaced by variable focus particle beams.

    Maximum Effective Range: 200 miles (320 km) in space and has a range of 4 miles (6.4 km) in an atmosphere.

    Mega Damage: 2D6x10 M.D.C. each.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Effectively Unlimited

  4. One (1) Cruise Missile Launcher: Missiles have a top speed of Mach 25 in an atmosphere and have an acceleration of 10% of light per turn (far faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launching starship, and missiles. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct or receives a destruct code, but have very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missiles, when unpowered, are at -25% to be detected.) Cruise missiles have penalties to hit small targets but almost always smart missiles. While missiles are only launched at the rate of one at a time, the ship’s computer has special software that allows all the missiles to hit a target at the same time for the purpose of making the point defense of a target more easily overwhelmed. This is done by slowing down the initial acceleration of missiles and by setting some for delayed activation although the target must be at least 30 seconds away (2 melee rounds) with regard to flight time. Missiles are then considered to only have an acceleration of 5% of light for the first turn. If they are carried, the internal launcher can also be combined with external “Pepperbox” cruise missile launchers for added missile density.

    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 revised Phase World / Three Galaxies missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Fusion multi-warheads inflict 3D6x100 M.D.C. each.)

    Rate of Fire: One cruise missile per melee attack (special software allows 4 to 8 cruise missiles to be launched as one volley depending on gunners hand to hand attacks.)

    Payload: 50 cruise missiles total (Usually 6 sensor, 4 decoys, and 40 anti-ship warheads - either anti-matter or heavy fusion.)

  5. Two (2) Medium Range Missile Batteries: Weapon system is used for hitting enemy robots, fighters, and missiles (both cruise and long range missiles.) Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Weapon system can be used to engage multiple targets simultaneously.

    Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.

    Mega-Damage: Varies with medium range missile type (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles per battery.

    Payload: 160 per launcher for a total of 320 medium range missiles.

Special Systems:

The “Coyote” carries all the standard equipment of a Phase World / Three Galaxies destroyer including long range sensors and communications and carries additional jamming and sensor systems.

[ Altara TM, Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Kydian TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2016, Kitsune. All rights reserved.