Free Worlds Council “Lightfoot” class Destroyer Leader:

This ship is believed to have actually been inspired by the appearance of a starship operated by Frankenstein’s Horde, a group of marauders who wander the Three Galaxies. The Horde ships are often very strange in appearance. Sometimes their ships appear to be several starships stuck together. Several have been seen which use the aft portion of a Scimitar class patrol ship merged with the nose section of a Berserker class attack vessels. This is actually one of their less odd appearing vessels.

The Free Worlds Council operates fairly large number of Berserker class vessels although they operate few Scimitar class patrol ships in comparison. In battle, the Free World’s Council fleets have managed to salvage a large number of wrecked Berserker class attack ships. Some have been stripped for parts while others are rebuilt using parts from other Berserkers.

A team of engineers came up with an unusual design using the bow portion from Berserkers and merging it to the aft section of a Scimitar class patrol ship. Several scrap Scimitar class vessels were acquired at scrap yards. Often they are badly damaged and considered not worth rebuilding. In most cases, they are also without weapons so new weapons have to be fitted.

The resulting design was designated the “Lightfoot” class destroyer leader. So far only about half a dozen of ships have been rebuilt to this configuration. It is not likely that these ships will ever be produced in huge numbers, likely no matter than a few dozen total. One restriction on construction has been the lack of suitable Scimitar class patrol ships which have been sold for scrap. The Consortium rebuilds most of theirs which are badly damaged with most being adapted into their new Longbow configuration which trades its heavy rail guns for long range missile batteries.

In size, the Lightfoot class Destroyer Leader straddles the classes of destroyer and cruiser although most consider the ship to be closer to being a destroyer than a cruiser. It is also built with destroyer framework not cruiser framework. Theses ships mass around 16,000 tons compared to around 12,000 tons for the Scimitar and around 7,000 tons for the Berserker. Actually, the mass of the various Lightfoot class Destroyer Leader varies slightly due to the way that they were constructed. As well, length varies as well.

The six existing vessels are sometimes operated independently but just as often they are operated in a squadron of Berserker class ships and act as the command ship for the group. In this way, the attack fleet can be extremely dangerous. The only real weakness these ships have is that they as slightly slower as far as acceleration when compared to the Berserker class attack ships. The Free Worlds Council engineers are experts at adapting Kreeghor and other groups technology. Engineers working for the Free Worlds Council are experimenting with adapting the fire control network for fighters and adapting it to fit a fleet of Berserkers networked to one of these ships. So far, there are still problems with the system. If the system becomes operational, these ships will become far more dangerous than the already are.

While these ships do not have the defenses of most cruiser designs, they are still far better protected than a standard Berserker and as a result are quite popular with their crews as a result. Of course unlike the similar ships operated by the Horde, these ships carry balanced weaponry. Main weaponry is what one might expect, the heavy cruise missile launchers from the Berserker class attack ships. These are supplemented by the horn cannons which are also carried on the Berserker. Like the Berserker, the ship has incredible firepower. Like most smaller ships, its payload is comparatively light but it can throw huge volleys of missiles while it still has missiles for its cruise missile launchers. Where the Lightfoot shines compared to a stardard Berserker is that it mounts four medium range missile launchers along the Scimitar potion of the ship’s hull. These are adapted from the missile launchers developed for standard merchant ships. This backed up by eight mini-missiles and the same number of direct fire point defense mounts. Six point defense lasers and two point defense rail guns are mounted on the ship. One of the biggest complaints about the Berserker has been that it lacks any good long or medium range defensive batteries. This has been addresses quite well by the Lightfoot class Destroyer Leader with the introduction of the medium range missile launchers. .

These ships retain the hanger bays carried on the Scimitar class. Most of the fighters operated within the Free Worlds Council Navy are modified and unmodified Flying Fang fighters. Unfortunately these fighters are too large to fit in the fighter bays. The Consortium operates Scorpion class light fighters virtually exclusively. While the Free Worlds Council has some Scorpions, they have them in only relatively small numbers. As a result, a number of other light fighters may be substituted including the Consortium Bobcat, Wolfen Falx Supina, Human Alliance Vixen, and Mercenary Hyena class light starfighters. The troop compliment of the Lightfoot is cut in half when compared to the Scimitar class patrol ships.

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: DDLM-08.

Vehicle Type: Heavy Destroyer.

Crew:           128.

Troops:        80 (12 fighter pilots & crew, 10 silverhawk (knock offs) pilots, 10 Warlord Mark 2 Combat Suit pilots, and 30 standard marines).

Vehicle, Robots, and Power Armors:

Power Armors:



Kreeghor Warlord Mark 2 Combat Suits



Silver Hawk Power Armors (Knock Off Designs)

Fighter Compliment:



Light Starfighters (Common starfighters include SF-9 Vixen, SF-69 Scorpion, SF-128 Bobcat, 



MSX-128 Hyena, and PBI-25 Falx Supina) 

M.D.C. By Location:


Horn 12 cm Heavy Laser Cannons (2, Underside):

700 each


Triple Barrel Defense Laser Turrets (6):

200 each


GR-1000 Rail Gun Turrets (2)

250 each


Cruise Missile Batteries (2, front):

1,000 each


Medium Range Missile Batteries (4):

300 each


Mini Missile Launchers (8):

100 each


Fighter Hanger Bay Door:



[1] Main Engines (2):

1,200 each


[2] Bridge:



[3] Main Body:



[4] Variable Force Field:

1,000 a side (6,000 Total)


[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. This ship does not have an auxiliary bridge. The ship can still be piloted from engineering but ship is -3 to dodge. All weapon systems will be at local control. Weapon hits near the bridge can injure crew members near the bridge.

[3] Depleting the M.D.C. of the main body will put the Destroyer Leader 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 0.80 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 500 mph (804.7 km), 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: Effectively Unlimited by either drive system. Carries about one year worth of supplies on board and has a small hydroponic section.

Statistical Data:

Length: 620 to 680 feet (189.0 to 207.3 meters).

Height: 104 feet (32.7 meters) from the horn cannons to the top of the ship or 80 feet (24.4 m) main body only.

Width: 140 feet (42.6 meters).

Mass/Weight: 15,500 to 16,500 tons (14,061 to 14,970.8 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 600 ton (544 metric tons) of cargo not including standard compliment of supplies and ammunition. Hold is 20 x 20 x 60 feet in dimensions (6.1 x 6.1 x 18.3 meter). 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. Likely to cost around 500 million to construct. The Black Market or the Kreeghor would offer several times it's value for an undamaged completely working ship.


  1. Two (2) 12 cm Horn Heavy Laser Cannons: Kreeghor style weapon. Weapon system 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. Weapon system can engage two different targets or can be combined to strike one target. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range:16 miles (25 km) in an atmosphere and 16,000 miles (25,750 km) in space. .

    Mega-Damage: 1D6x100 + 100 M.D. each (2D6x100 + 200 for both cannons).

    Rate of Fire: Two per cannon per melee or two double blasts.

    Payload: Effectively Unlimited.

  2. Six (6) 2.5 cm Point Defense Lasers in Triple Mounts: Two are mounted on each side of the ship with one mounted on the top and bottom. All can fire forward and aft. Each turret 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.

    Maximum Effective Range: 2.5 miles (4 km) miles through atmosphere and 250 miles (402.3 km) in space.

    Mega-Damage: 3D6x10 M.D.

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

    Payload: Effectively Unlimited.

  3. Two (2) GR-1000 Heavy Point Defense Rail Guns: Gravity rail guns are in a turret that can rotate 360 and has a 180 arc of fire. There is one mounted on the top and one on the bottom of the vessel. The GR-1000 Rail Guns both are more powerful and have more range than the conventional rail guns and is the same rail gun 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. Rail gun rounds are fired out of rail guns at a significant fraction of the speed of light. Gravity rail gun 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.

  4. Two (2) Cruise Missile Launchers: Kreeghor style weapon. The ship carries two launchers to launch cruise missile. Weapon is the heaviest weapon on the ship. 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.) 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 starships (Great for hitting bases and planets because target does not move and missile when dead is at -25% to detect.) 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) per launcher, per melee round, for a total of twenty (20) cruise missiles per melee round. Launchers are reloaded on the same melee and can be fired again on the next.

    Payload: 100 total, 50 cruise missiles per launcher.

  5. Four (4) Medium Range Missile Batteries: A slightly modified version of the medium range missile batteries carried on a normal Merchantman. They can fire larger volleys and have a much larger payload than the launchers originally carried. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Normally used for anti-fighter and point defense. Batteries can launch on multiple targets each at the same time.

    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), eight (8), or sixteen (16) medium range missiles per battery.

    Payload: 128 per battery for a total of 512 medium range missiles.

  6. Eight (8) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. 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.) Batteries can launch on multiple targets each at the same time. Most mini-missiles in the Three Galaxies are independently guided.

    Maximum Effective Range: Mini Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Varies with mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of four (4) or eight (8) mini-missiles per launcher.

    Payload: 128 per launcher for a total of 1,024 mini-missiles. Cargo hold has an additional 2,048 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.

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Writeup by Kitsune (E-Mail Kitsune).

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