T.G.E. Eradicator class Battle Cruiser:


One of the Kreeghor warlords decided that the Doombringer class dreadnought were not very effective for their tonnage. He realized the obvious reason, a carrier does not operate in the role of a battleship very well and a battleship does not operate in the role of a carrier very well. Building a ship to do both means in most cases it will do neither very well. To solve this problem, he had his engineers create a new class of ship. He called it a Battlecruiser but it is in reality more a Battleship by its size. The ship has a very similar weapons load to a Doombringer and yet it has far less fighters and can be much smaller. He built the ship in secret, not even telling the Kreeghor Emperor. Unfortunately, when the ship was virtually complete, the news of the ship leaked out. This information reached the ears of the Kreeghor Emperor and the Warlord was executed. The Emperor did not have the project stopped and it continued. The ship was completed several months later and entered service. The ship has performed quite well and the Emperor realized that he made a mistake by killing the warlord. He send intelligence personnel to get whatever records they could. There were half finished plans for a new carrier design and several other projects that were lost with the Death of the Warlord. The Emperor has decided that he will have many more of these Eradicator Battlecruisers constructed and will have many act as escorts for the Doombringers acting under independent command.


This ship has the same style of appearance as all Kreeghor ships but is easily recognizable as being different than the other Kreeghor classes of ships. It does have aspects of the Doombringer and Smasher in the ship’s appearance. The ship is designed with both long range and short range combat. The ship has four batteries that launch heavy capital missiles. This allows the ship to engage at longer range and hit harder than in the ship carried standard cruise batteries. The ship does carry a heavier payload than the Defiler II class does. It is believe that in the future, this weapon will also be added to Doombringers as well but not to any ships smaller than the Smasher. The Main energy battery of the ship is identical to that of the Doombringer. The ship’s secondary battery had to reduced from six cannons to four cannons. These batteries still can inflict enough damage to be almost as much of a problem as the ships main battery. The particle beams were not retained for the ships support batteries because while they had a fast rate of fire, they had a very short range. Instead the cannons that made up the secondary battery of the Smasher were chosen but a total of eight cannons were mounted. In order to make the ship more effective in combat against targets that are impervious to energy, the ship has 4 heavy rail cannon mounts added to the ship. As far as anybody has been able to tell, these batteries are virtually identical copies to those carried on CAF ships. The point defense of the ship has only 20 rail gun and 20 laser cannon mounts and the ship is able to defend itself quite well against both fighters and missiles. The ships shield and armor are not quite as powerful but the ship is much faster than a standard Doombringer in return for this.


The ships carry far fewer troops and fighters than a Doombringer and this is where most of the space for making the ship smaller comes from. The ship carries standard five squadrons of twelve fighters each. Three of these squadrons are fighters and the new Sharktooth fighters have been assigned to this roll and the ship carries two squadrons of Flying Fang Bombers. The ship carries power armor as well but at a much reduced amount long with the number of marines. Due to trying to make the ship more efficient, the ship has a very small amount of cargo carrying ability


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: TIV-EBC-1
Vehicle Type: Battlecruiser / Battleship
Crew: 2400
Troops: 800 Marines and 100 Fighter Pilots


Vehicle, Robots, and Power Armors:
Power Armors:

120Warlord Mark I
60Warlord Mark II
Fighter Compliment:
36ST-110 Sharktooth Light Starfighters
24FFB-120 Flying Fang Bombers (Carries 4 Cruise missiles)


M.D.C. By Location:

144 cm Horn Laser Cannons (2):6,000 each
25 cm Secondary Laser Cannons (4):2,000 each
12 cm Secondary Heavy Laser Cannons (8):800 each
8 cm G-Cannon Turrets (4):750 each
Heavy Capital Missile Batteries (4, Front & Sides):1,200 each
Point Defense Lasers / Missile Batteries (20):350 each
GR Rail Cannons / Missile Batteries (20):400 each
Outer Hull (40 ft/ 12.2 m Area):180
Inner Hull (40 ft/ 12.2 m Area):100
[1] Bridge:40,000
[1] Secondary Bridge:40,000
Hanger Bay:30,000
[2] Main Body:200,000
[3] Variable Force Field:10,000 a side (60,000 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 Battlecruiser 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% (3,000 M.D.C.) per melee round.


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 battlecruiser can accelerate/decelerate at the rate of 0.85 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 300 mph (480 kph), can enter an atmosphere and can leave but is not designed for extended atmospheric use.
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 5.0 light-years per hour.
Maximum Range: Effectively Unlimited by either drive system. Carries about two years worth of supplies on board.


Statistical Data:
Length: 3,720 feet (1,133.9 meters)
Height: 610 feet (185.9 meters)
Width: 855 feet (260.6 meters)
Weight: 14.3 million tons (12.88 million metric tons) fully loaded
Power System: Anti-Matter with a 50 year life span. The ship normally only goes 10 years between refueling and refitting.
Cargo: Several small cargo holds can carry an additional 40,000 tons total. If ammo was taken out, amount of cargo ship is able to carry would increase greatly. If ammo was taken out, amount of cargo ship is able to carry would increase greatly. 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 take up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: 38 billion to construct. No ships of this design have ever been put on sale on the market by the Kreeghor Military. Various intelligence groups of other governments would offer huge sums of money to purchase on of these ships


WEAPON SYSTEMS:

  1. Two (2) 144 cm Horn Cannons: These cannons identical to the horn cannons on a standard Kreeghor Dreadnought but take up most of the length of the Battlecruiser due to ship being quite a bit smaller than a Doombringer. The cannons only have a small rotational ability but are capable of crippling a cruiser easily or inflicting severe damage against a battleship. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard penalties to hit fighters and small targets for a large weapon system.
    Maximum Effective Range: 120,000 miles (192,000) in space and 120 miles (192,000 km) in atmosphere.
    Mega-Damage: 4D4x1,000 M.D. each (8D4x1,000 for both).
    Rate of Fire: Each one can be fired once every other melee round.
    Payload: Effectively Unlimited.
  2. Four (4) 25 cm Secondary Laser Cannons: Identical weapon system as on a standard Kreeghor dreadnought but only four cannons are carried instead of six on the larger ship. Up to two cannons can be combined into one attack and three Batteries. Can easily destroy a frigate or destroyer in one shot. The barrels can be fired either forward and can be rotated 60 degrees horizontally or vertically. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard penalties to hit fighters and small targets for a large weapon system.
    Maximum Effective Range: 100,000 miles (160,000 km) in space. and 100 miles (160 km) in atmosphere.
    Mega-Damage: 1D4x1,000 M.D. each (2D4x1,000 for two cannons)
    Rate of Fire: Each one can be fired once every melee round.
    Payload: Effectively Unlimited.
  3. Eight (8) 12 cm Heavy Laser Cannons: These weapons are scattered around the ship and are the ships support energy weaponry. The weapon systems, like the primary laser cannons, are designed for anti-capital ship and anti-installation. They have the standard penalties for capital scale weaponry to strike small targets such as fighters and other such small targets. Each laser in mounted in a turret that has a 360 degree rotation and a 90 degree arc of fire. Up to two cannons may be combined as one volley or all weapons may be targeted individually. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 16,000 miles (25,750 km) in space and 16 miles (25 km) in an atmosphere.
    Mega-Damage: 1D6x100 + 100 M.D. each (2D6x100 + 200 for two cannons)
    Rate of Fire: Two per cannon per melee or two double blasts
    Payload: Effectively Unlimited
  4. Four (4) 8 cm Heavy Rail Guns: Used as one of the ship’s secondary batteries. They are used against targets that are impervious to energy as well. System can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee) and can rotate 180 degrees. Rail gun projectile speed should be considered to be a significant fraction of the speed of light. They have the standard penalties for capital scale weaponry to strike small targets such as fighters and other such small targets. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 10,000 miles (16,100 km) in space, range is 10 miles (16.1 km) in an atmosphere.
    Mega Damage: 1D4x100 M.D.C. per 80 round burst each.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: 32,000 rounds each (400 bursts).
  5. Four (4) Heavy Capital Missiles Batteries: These launchers are in may ways are the heart of the Defiler II. Each battery can only launch up to 4 heavy capital missiles at one time but these missiles are much larger missiles than the cruise missile launchers on most ships in Phase World and actually contain a full four cruise missiles each. The Heavy Capital Missiles have penalties to hit small targets but are considered smart missiles. Each missile is considered to have 500 M.D.C. and are almost as large as a small starfighter. Because of this, the missiles cannot be carried on true starfighters. Missiles has a top speed of Mach 30 in an atmosphere and in space has an acceleration of 12% of light per turn (far faster than any starship.) When drive goes dead, the missiles will still travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead is at -25% to be detected.). Missiles actually carry 4 cruise missile in each that can separate anywhere along their range from the full range of a cruise missile away from their target to just before they strike their target or even staying intact until they strike the target. Missile from each battery may be aimed at the same target or may be aimed at separate targets. See modified starship rules for more details.
    Maximum Effective Range: Heavy Capital Missile Portion: Powered missile range is 16,000 miles (25,750 km) in an atmosphere and 8,000,000 miles (12,874,752 km/ 43 light seconds) in space. Cruise Missile Portion: After separation, the 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: Missile carries 4 cruise missile warheads (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Volleys of 4 per battery, per melee round, for a maximum of 16 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 128 total, 8 missiles per launcher and 32 per battery (Includes reloads).
  6. Twenty (20) Point Defense Lasers/Mini Missile Batteries: Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. 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. 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. Lasers have a range of 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega-Damage: Laser cannon inflicts 3D4x10 M.D. per blast. 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: Laser has effectively unlimited payload. Has 32 mini-missiles at each launcher (640 total, can carry potentially several times more in storage holds).
  7. Twenty (20) 22 mm GR Rail Gun/Mini Missile Batteries: Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. The rail gun fires projectiles at incredible velocities compared to rail guns on Rifts Earth and projectiles are fired from the rail guns at a significant fraction of the speed of light. 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. 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. Gravity Rail guns have a range of 4 miles (6.4 km) in an atmosphere and 200 miles (362 km) in space.
    Mega-Damage: GR-Cannon inflicts 3D6x10 M.D. for a 40 round burst. 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: GR Cannon has 8000 rounds/ 200 Bursts each, has 32 mini-missiles at each launcher (640 total, can carry potentially several times more in storage holds.)


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