Ghost Cruiser “Broken Dreams” / “Undaunted” (TGE Defiler class):


While the story was almost lost in time, there was a Defiler class cruiser which had been brought into space dock for a refit and some minor repairs. Part of the refit was with the life support systems so only a skeleton crew would remain aboard the cruiser. This included less than a dozen Kreeghor all total.


The Kreeghor oppression of other races includes the very people the depend on to repair and refit their ships. They are not Kreeghor after all and they are not warriors. Casual cruelty included beatings and even killings in some cases. Just about nobody was safe from the brutality including the family of the yard crews. As one might expect, people under such conditions might do just about anything to escape such conditions.


A plan was hatched to steal the cruiser. If they only could get out of the system, only a very fast warship might catch it and the ship might be able to escape. Once outside of Trans-Galactic Empire space, there were many possibilities with the Human Alliance and various independent powers being potential destinations.


In addition to the shipyard workers, a number of fleet personnel were recruited to join in the attempt to capture the cruiser. Included in these was an extremely skilled non Kreeghor officer. The rebels were able to take control of the cruiser quickly and the few Kreeghor onboard were massacred. While some of the other crew were killed, many joined those who took over the ship. Only a handful of rebels even were killed in the taking of the vessel.


 The plan was that the family of the shipyard workers and some of the fleet personnel would also be embarked. This is where everything started going wrong because getting the eight hundred or so family members aboard took far longer than expected. If the ship had left just after being taken over, the cruiser would have almost certainly escaped.


As it was, a pursuit was organized. In preparation to be refitted, the cruiser had been stripped of missiles, fighters, and even rail gun ammunition. While the system only had a handful of Berserker class attack ships in system other than the cruiser, they were fully loaded. There appeared to be at this stage no way that the vessel could escape the pursuers and it certainly could not fight its way out.


An interesting fact was that parts of the outer system were known for incredibly powerful ley line storms which often spawned huge rifts. Generally, ships avoided those areas because of the dangers of being caught in one. Still, the only hope of escape was to get as close to the storms as possible. Not only would it make the cruiser much harder to detect, it might even level the battle field.


Suddenly, a giant rift appeared in front of the cruiser and it was simply too late for the captain to avoid the rift. The ship passed into the rift and just as soon as the rift appeared, it disappeared, taking the cruiser along with it. For well over a century, nobody knew what had happened to the cruiser and it was assumed by almost all that the ship had been lost.


Time passed and the Defiler class were retired. There were various attempted at rebellion within Trans-Galactic Empire, most being quickly squashed. However, a number of systems rose up within the Empire was able to fight and win a precarious freedom. These became known as the Free World Council. While not one of the original systems involved in the rebellion, the system where the cruiser disappeared soon joined the Free Worlds Council using the attempted escape of the cruiser as a rallying cry.


Though the years, there was always a lot of research given towards the ley line storms and rifts in the outer system. Sometimes, there appeared to be voices coming from the massive areas of mystical energy. One day, a massive rift opened up and something came out. Always cautious, a team was sent to investigate it. Turned out to be the ancient cruiser, everything intact and seeming in perfect order. Nobody was aboard however. The crew and family members had all vanished, probably over a thousand souls in total. Only later would it be discovered what had happened to them.


The Free Worlds Council is always in need of ships and old as it might be, the Defiler was still a ship and in remarkably good shape all considered. After what had happened, one of those exploring the ship had called it the ship of broken dreams and the name “Broken Dreams” stuck although officially the ship is named “Undaunted.”


It was when the ship was examined closely that strange things began occurring. The ship rejected any modification that anybody tried to do. A newly installed component would simply fall off wherever it was mounted. The only things the ship would accept are capital missiles and mini-missiles. Later it was learned that any damage would also repair itself. Instead of firing lasers, rail guns, particle beams, and plasma weapons, strange mystical energy was fired from the guns.


Snippets of voices could often be heard in whispers aboard the ship and would seem to drift into various communications. Sometimes these would appear to be the communication of military crew while at other times seems to be that of children’s voices. On occasion, a single presence can be found and might be talked to. There are stories of the captain talking to whomever is in charge. Those who tried to sense presences aboard the ship could sense hundreds of them and it became clear that those aboard had become one with the cruiser.


When these were discovered, there was much debate about what to do with the ship. Eventually, it was decided to retain the ship but only with special crews. A special screening process with those able to deal with the ghosts and those who are psychically dead to the point where the ship does not really effect them. A large percentage of the crew are powerful psychics as well as there being a number of full conversion cyborgs. If a crew member seems to be cracking up, they are quickly reassigned. Even with those able to take the haunted nature of the vessel, few remain aboard more than six months. Luckily, the ship is able to be crewed by a far smaller crew than it could originally.


Part of the reason why it was decided to retain the ship was that its performance seemed to have been supercharged by mystical energies, able to take far more damage than it could originally as well as being able to travel much faster than it could originally. The variable force field is incredibly strong, about twice as strong as it once was. In addition, the cruiser is usually seen being surrounded by a black cloud. This cloud seems able to confuse most sensors. Missiles often fly off course when they enter the field. Those who have found the vessel on the Kreeghor side often feel a sense of fear when facing it.


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


Model Type: TIV-DC.

Vehicle Type: Ghost Heavy Cruiser / Command Cruiser.

Crew: 200 (believed to have around 1,000 presences aboard the vessel.)

Troops: 200 Marines and 45 Fighter Pilots.

Horror Factor: 16.


Vehicle, Robots, and Power Armors:

Power Armors:

 

4

Consortium SH-CCW 100 Silver Hawk Power Armors

 

16

SC-MM-1000 Stormcrow Space Combat Exoskeleton

 

60

Trans-Galactic Empire IPI-WI-K Warlord Mark I Combat Suits

 

40

Trans-Galactic Empire IPI-WI-H Warlord Mark II Combat Suits

Fighter Compliment:

 

6

Consortium SF-69 Scorpion Star Interceptors

 

10

Free Worlds Council FWC-FF-100-B/E “Long Tooth” Flying Fangs (Standard)

 

2

Free Worlds Council FWC-FF-100-C/F “Long Tooth” Flying Fangs (FTL Engines)

 

6

Human Alliance SF-9 Vixen Light Starfighters

 

6

Mercenary MSX-128 “Hyena” Light Starfighters

 

12

Trans-Galactic Empire FF-100 Flying Fang Interceptors


M.D.C. By Location:

 

25 cm “Balefire” Heavy Laser Cannon Lances (2, Top):

1,300 each

 

10 cm “Balefire” Secondary Particle Beam (6):

780 each

 

 “Balefire” Horn Plasma Cannons (8):

455 each

 

Cruise Missile Batteries (4, Front & Sides):

1040 each

 

Point Defense “Balefire” Lasers / Mini-Missile Batteries (8):

260 each

 

Point Defense “Balefire” Rail Guns / Mini-Missile Batteries (8):

325 each

 

Outer Hull (40 ft/ 12.2 m Area):

163

 

Inner Hull (40 ft/ 12.2 m Area):

111

 

[1] Bridge:

10,400

 

[1] Secondary Bridge:

10,400

 

Hanger Bay:

6,500

 

[2] Main Body:

45,500

 

[3] Variable Force Field:

6,000 a side (36,000 Total)


Notes:

[1] 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 also has an auxiliary bridge. Even if both bridges are taken out, 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] Depleting the M.D.C. of the main body will put the cruiser out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.

[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,800 M.D.C.) per melee round. Magic, fire, lightning, and cold all inflict one-half damage to the force field.

Note: The ship will regenerate at 20% of the hit locations M.D.C. per day, meaning all damage will be restored within 5 days of being damaged. Even if a hit location is completely destroyed, it will slowly regenerate until completely restored. If a section is destroyed, it will not be operational until 20% of the M.D.C. is restored.


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. The cruiser can accelerate/decelerate at the rate of 0.9 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 300 mph (463 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 two years worth of supplies for the living crew on board.


Statistical Data:

Length:                820 feet (249.9 meters).

Height:                310 feet (94.5 meters) from the laser cannons lances to the bottom of the ship or 255 feet (77.2 meters) main body only.

Width:                 240 feet (73.2 meters).

Mass/Weight:      210,000 tons (190,500 metric tons) fully loaded.

Power System: Magic, systems seem to work as if run by magic. Originally was powered by a anti-matter reactor with fusion backups. Magical energies seem to never run out.

Cargo: Small cargo holds an additional 2,000 tons (1814.3 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. 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: Not for sale. Due to the haunted nature of the vessel, it almost impossible to calculate the value of the ship. A standard costs around 4 to 5 billion credits when available on the black market.


WEAPON SYSTEMS:

  1. Two (2) “Balefire” 25 cm Heavy Laser Cannon Lances: Cannons are located on the top front of the starship and are used as anti-capital ship weapons and can take out frigates in one shot and can do large amounts of damage to bases or larger starships. The Laser cannons can be combined together or each one used separately. Weapon has standard penalties to hit fighters and small targets for a large weapon system. The barrels can be fired either forward and can be rotated 60 degrees horizontally or vertically. Instead of firing laser beams, the cannons fire magical “Balefire.” The magic has an effect similar to the spell of “Havoc” and disrupts the crew when it hits. The weapon also inflicts double damage against force fields.

    Maximum Effective Range: 80,000 miles (128,700 km) in space and 80 miles (128.7 km) in an atmosphere.

    Mega Damage: Magical Energy inflicts 1D4x1000 M.D.C. each and can be combined for a total of 2D4x1000.Weapons inflict double damage against non-magical force fields. Havoc effects are inflicts 1D6 Direct to hit points per melee (Inflicts double M.D.C. to Supernatural Creatures) to the crew and the target also needs to save vs. magic or are -3 to initiative, strike, parry, and dodge. (Has no sense of direction or time.) Secondary effect goes direct through power armor and vehicles (including other starships).

    Rate of Fire: Maximum of once per melee per cannon.

    Payload: Effectively Unlimited.

  2. Six (6) “Balefire” 10 cm Support Particle Beam Cannons: Powerful weapons but have a limited rate of fire. The cannons are spread around the ship’s hull. These support the main laser cannons. Up to two cannons may be combined on a target. Weapon has standard penalties to hit fighters and small targets for a large weapon system. Instead of firing particle beams, the cannons fire magical “Balefire.” The magic has an effect similar to the spell of “Havoc” and disrupts the crew when it hits. The weapon also inflicts double damage against force fields.

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

    Mega Damage: Magical Energy inflicts 2D4x100 M.D. each (up to two may be combined for 4D4x100.) Weapons inflict double damage against non-magical force fields. Havoc effects are inflicts 1D6 Direct to hit points per melee (Inflicts double M.D.C. to Supernatural Creatures) to the crew and the target also needs to save vs. magic or are -3 to initiative, strike, parry, and dodge. (Has no sense of direction or time.) Secondary effect goes direct through power armor and vehicles (including other starships).

    Rate of Fire: Maximum of once per melee per cannon.

    Payload: Effectively Unlimited.

  3. Eight (8) “Balefire” Heavy Plasma Cannons: The ship has eight plasma cannons. They are powerful but are very short ranged, most useful in close in strafing runs against much larger ships and stations. Weapon system can engage up to eight different targets or up to four can be combined. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. Instead of firing plasma, the cannons fire magical “Balefire.” The magic has an effect similar to the spell of “Havoc” and disrupts the crew when it hits. The weapon also inflicts double damage against force fields.

    Maximum Effective Range: 1,250 miles (2,012 km) in space and 12,000 feet (3,660 meters) in an atmosphere.

    Mega Damage: Magical Energy inflicts 1D4x100 M.D. each (up to four may be combined for 4D4x100.) Weapons inflict double damage against non-magical force fields. Havoc effects are inflicts 1D6 Direct to hit points per melee (Inflicts double M.D.C. to Supernatural Creatures) to the crew and the target also needs to save vs. magic or are -3 to initiative, strike, parry, and dodge. (Has no sense of direction or time.) Secondary effect goes direct through power armor and vehicles (including other starships).

    Rate of Fire: Two (2) per cannon per melee.

    Payload: Effectively Unlimited.

  4. Four (4) Cruise Missile Batteries: Original weapon system which was not effected by the magical energy. Fires modern missiles. The older Kreeghor launchers could launch as large a volley as the newer launchers but were larger which reduced payload. The ship carries batteries with ten cruise missile launchers each to launch cruise missile. Missile has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship) in space. Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will continue to travel in a straight line unless set to self destruct but has very low odds of hitting other starships (Great for hitting bases and planets because target does not move and missile, when unpowered, is at -25% to be detected.) Cruise missiles have penalties to hit small targets but are all considered smart missiles. Each battery can be used to launch against multiple targets but is rarely used that way.

    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 warheads inflict 4D6x100 M.D.C. each.)

    Rate of Fire: Fires volleys of ten (10) cruise missiles per launcher, per melee round, for a total of forty (40) cruise missiles per melee round. Launchers are reloaded on the same melee and can be fired again on the next.

    Payload: 160 total, 40 cruise missiles per launcher.

  5. Eight (8) “Balefire” Point Defense Lasers/Mini Missile Batteries: While the lasers appear to have transformed into firing “balefire,” the mini-missile launchers continue to fire conventional mini-missiles. Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. Unlike the main battery and secondary battery, the light “Balefire” weapons do not inflict the secondary havoc effects but do inflict double damage against none magical force fields. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration) in space. Mini-Missile batteries can launch on multiple targets each at the same time.

    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. “Balefire” Lasers have a range of 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: “Balefire” Laser cannon fire a magical energy burst which inflicts 2D4x10 M.D. Weapons inflict double damage against non-magical force fields. Mini-Missiles vary by missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Mini-Missiles are fired one at a time or in volleys of two (2) or four (4) mini-missiles.

    Payload: “Balefire’ Lasers have effectively unlimited payload. Has twenty-four (24) mini-missiles at each launcher (192 total, can carry potentially several times more in storage holds).

  6. Eight (8) “Balefire” 20 mm Electromagnetic Rail Gun/Mini Missile Batteries: While the rail guns appear to have transformed into firing “balefire,” the mini-missile launchers continue to fire conventional mini-missiles. Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. Unlike the main battery and secondary battery, the light “Balefire” weapons do not inflict the secondary havoc effects but do inflict double damage against none magical force fields. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Mini-Missile launchers can launch on multiple targets each at the same time.

    Maximum Effective Range Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. “Balefire” Rail guns have a range of 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: “Balefire” Rail Cannon fire a magical energy burst which inflicts 2D6x10 M.D. Weapons inflict double damage against non-magical force fields. Mini-Missiles vary by mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Mini-Missiles are fired one at a time or in volleys of two (2) or four (4) mini-missiles.

    Payload: “Balefire” Rail Cannons has have effectively unlimited payload. Has twenty-four (24) mini-missiles at each launcher (192 total, can carry potentially several times more in storage holds).

Special Abilities as a Haunted Vehicle:

Quirks:



[ 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. ]


Image drawn and copyrighted by Roman Kochnev (r_kochnev@hotmail.com) .

More Roman Kochnev artwork at The Science Fiction Art and Design Portfolio of Roman Kochnev


Special Credit to Talis D. Merrill (taalismn@pop.tiac.net) for many of the concepts and enchantments / powers for Ghost / Haunted vehicles.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



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