Cambrian System Relentless / Implacable class Destroyer:
The system of Cambrian originally had yards that built both Wasp class escort carriers and Chevalier class escort cruisers. As time went on, these warships were phased out of service and the yards were shut down. As military yards, they were left intact however they were not maintained. Over the years, they had been looted a number of times. Otherwise, they had been virtually forgotten. There was some hope that the shipyards might get further Human Alliance military contracts.
Not one of the economic power houses of the Consortium, the Cambrian system had fallen on hard times. It was under these economic conditions that a group of companies approached the government of Cambrian to reopen the shipyards and begin building warships once again. The system defense forces had been long strapped for warships and heartily supported the idea. Much of the system forces were badly in need to be replaced.
One issue in the Consortium is that even with regard to system self defense forces, the Consortium sells their warships for a premium. They can easily cost two or three times as much as the warships cost to construct. Of course it is a major investment for a system to build their own yards and is considered prohibitive in most cases. Even though not maintained, the yards in Cambrian vastly decreased this investment.
Once reactivated, the yards started with greatly upgraded versions of the Wasp and Chevalier classes. There is also a market for smaller destroyer class vessels as well and the yards decided to develop their own design. Unlike previous designs, it is not based on an older Human Alliance design. While designing the vessel, it was decided to develop two different models however. One design, the Relentless, is a strike model armed with capital missiles while the other, the Implacable, is an escort model armed with long range missiles. Unlike the yard’s escort cruiser, there is no minesweeper version of the escort destroyer.
As of yet, only a handful of these destroyers have been built with the yard still ramping up production. As part of the agreement, the yard would sell warships at cost to the Cambrian and the system has taken possession of several of these destroyers. Part of the plan is to retire older Cambrian and replace them with these new designs. The rest of these destroyers have mostly been sold to other self defense forces around the Consortium. Several more contracts are in the process of being signed for these destroyers.
With regards to size, these destroyers are considered on the large size and mass similarly to the Consortium Scimitar class patrol ship. In general they are considered to be an excellent design and quite tough little vessels. In fact, the are better armored than the Consortium patrol ships although they do carry similar shields. They are quite capable of fighting virtually any other destroyer class and can be used effectively against larger vessels as well.
Unlike the previous warships classes, the main weaponry of these vessels cannot be considered “off the shelf.” There are not completely new systems but modified versions of already existing weapon systems. Probably the most noticeable of these is a “short” 20 cm laser mounted in the bow of the destroyer. It does not have the range of a standard 20 cm laser but has very similar output. Due to power requirements, the anti-matter reactor cannot keep the weapon firing. Instead, it has capacitors which enable it to fire for up to four minutes before needing to be recharged. There is a similar laser mounted on the Wolfen Predator class destroyer and it is unknown if this weapon is a copy or an independent design.
The other major weapon system that is not an “off the shelf” are the missile batteries. Unable to fit standard launchers, smaller launchers were developed. Both a capital missile version and a long range missile version were developed. Each of the capital missile batteries can fire up to twelve missiles at a time while the long range missile batteries can fire up to twenty four missiles at a time. The long range missile batteries are far smaller than older launchers carried on Human Alliance vessels. For magazine space, the destroyer can carry ninety six capital missiles per batteries or almost two hundred each for long range missiles.
Lighter weaponry is more conventional in design. The ship mounts two medium range missile batteries similar to those carried on the larger designs manufactured by the shipyard. Otherwise, the destroyer mounts four variable focus particle beams and two GR-1000 heavy gravity rail gun. This is basically a lighter version of the defensive battery mounted on the other designs manufactured by the Cambrian system.
As previously described, power is provided by a compact but powerful anti-matter reactor backed up by emergency fusion plants. In normal space, the destroyer has greater acceleration than the Trans-Galactic Berserker class attack vessel although not quite the equal of most fighters. For faster than light speeds, the ship can travel up to five light years per hour.
With respect to crew, the Relentless and Implacable classes do require relatively large crews. Even so, their standard crew compliment is less than the Consortium Scimitar class. Standard crew is just under sixty crew members. In addition, the ship can embark up to sixteen troops. Their normal mission is for various customs work. Has no real provision for power armors but something like the K-Universal could be used by the troops. These ships have a small fighter bay with the ability to embark up to four light fighters with berthing for up to six pilots. Crew quarters are considered reasonably spacious although the destroyer is far more cramped than the yard’s scout cruiser design.
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: |
DD(S)-201 |
Relentless class Strike Destroyer. |
|
DD(E)-202 |
Implacable class Escort Destroyer. |
Vehicle Type: |
DD(S)-201 |
Heavy Strike / Attack Destroyer - Cruise Missiles. |
|
DD(E)-202 |
Heavy Escort Destroyer - Long Range Missiles. |
Crew: 56 (6 Officers and 50 Enlisted).
Troops / Passengers: 16 Maximum. Also has provision for 6 fighter pilots.
Vehicle, Robots, and Power Armors:
Fighter Compliment:
|
4 |
Light Starfighters (Various). |
M.D.C. By Location:
|
20 cm “Short” Capital Laser Cannons (1, Front): |
1000. |
|
GR-1000 Point Defense Rail Gun Turrets (2): |
250 each. |
|
Variable Focus Particle Beam Cannon Turrets (4): |
150 each. |
|
Cruise Missile Batteries (2, front / sides - Strike Destroyer): |
800 each. |
|
Long Range Missile Batteries (2, front / sides - Escort Destroyer): |
600 each. |
|
Medium Range Missile Batteries (2): |
500 each. |
|
[1] Main Engines (2): |
1,200 each. |
|
[2] Bridge: |
2,000. |
|
[3] Main Body: |
5,200. |
|
[4] Variable Force Field: |
1,000 a side (6,000 total). |
Notes:
[1] Destroying the main engines means that the ship’s faster than light propulsion systems are destroyed and maximum sublight speed is reduced by half.
[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 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.
[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.
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. Star Ship can accelerate/decelerate at the rate of 0.95 percent of light per melee.
Atmospheric Propulsion: Maximum speed is Mach 1.5 (1,142 mph / 1,837.6 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 5.0 light years per hour.
Maximum Range: Carries about twelve months years worth of supplies on board although can be stretched to eighteen in an emergency.
Statistical Data:
Length: 362.20 feet (110.4 meters).
Height: 93.50 feet (28.5 meters).
Width: 118.77 feet (36.2 meters).
Mass/Weight: 10,640 tons (9,500 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: Small cargo hold that can carry up to 268.8 ton (240 metric tons) of cargo not including 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: Currently the Relentless / Implacable class destroyers cost approximately 450 million to construct not including missiles and other expendable ordnance. These destroyers sell for around 600 to 800 million credits each. Cost also does not include embarked craft.
WEAPON SYSTEMS:
One (1) 20 cm “Short” Heavy Laser Cannon: Basically a capital ship mount. Cannon is located in the bow 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. It cannot be used faster than the speed of light. Weapon has standard penalties to hit fighters and small targets for a large gun. The barrel is mounted forward can be fired but can be angled up to 10 degrees off of the centerline of the vessel using powerful gravity lenses. The weapon uses a huge amount of power and is limited to 32 shots before needing to recharge its capacitor banks. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
Maximum Effective Range: 25,000 miles (40,200 km) in space and 25 miles (40.2 km) in an atmosphere.
Mega Damage: 1D4x1000 M.D.C. each shot.
Rate of Fire: Maximum of two (2) times per melee per cannon.
Payload: Has a capacitor with 32 shots. Capacitor recharges at the rate of 1 per 2 melees (30 seconds).
Two (2) GR-1000 Heavy Point Defense Rail Guns: Gravity rail guns are in turrets that can rotate 360 and has a 180 arc of fire. The GR-1000 Rail Guns both are more powerful and have more range than the conventional rail guns and are the same rail guns which is carried in the C.A.F. Scorpion Starfighter. Considered extremely effective even compared to other gravity rail guns. Even so, the mounts are not really for use against capital ships but can devastate a fighter quickly. They are also extremely effective against targets which are imperious to energy. 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 gravity rail guns uses a 30 mm projectile. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: 10,000 Rounds (250 bursts) each cannon.
Four (4) Variable Focus Particle Beam Mounts: These particle beams are copied from those carried on the CAF Assault Shuttle and will fire a very powerful narrow beam and can fire a scatter effect that is less powerful but is capable of striking multiple targets. The weapon system is quite useful against missiles although the cone is not as wide as Tachyon cannon sprays are (Gives +2 bonus vs fast moving targets such as missiles.) Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).
Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.
Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Effectively Unlimited.
Two (2) Main Missile Batteries: As previously described, the destroyer comes in two different versions. One, the Relentless class Strike Destroyer is armed with two capital missile batteries while the Implacable class Escort Destroyer is armed with a pair of long range missile batteries.
Relentless class Strike Destroyer:
Two (2) Cruise Missile Batteries: 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. Batteries can launch on multiple targets each at the same time.
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: Can fire cruise missiles one at a time or in volleys of two (2), eight (8), or twelve (12) cruise missiles per battery, per melee round, for a maximum of 24 missiles per melee. Batteries are reloaded on the same melee and can be fired again on the next.
Payload: 24 total, 12 cruise missiles per battery. Ship has 8 reload of missiles (192 cruise missiles reloads total).
Implacable class Escort Destroyer:
Two (2) Long Range Missile Batteries: Missiles have a top speed of Mach 20 in an atmosphere and have an acceleration of 8% of light per turn (faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launcher, and missiles. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct but has 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.) Long range missiles do not have penalties to hit small targets, unlike cruise missiles, and are almost always smart missiles. Batteries can launch on multiple targets each at the same time.
Maximum Effective Range: Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.
Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Fusion warheads inflict 2D4x100 M.D.C. each.)
Rate of Fire: Can fire long range missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) long range missiles per battery, per melee attack.
Payload: 384 total, 192 long range missiles per battery.
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 on 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 missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) missiles per launcher.
Payload: 640 total, 320 medium range missiles per launcher.
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Writeup by Kitsune (E-Mail Kitsune).
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