Ghost Battleship “HAFS Hippolyta” (Human Alliance Agamemnon class):


Alarms were going off all over the system of Whitefall. Over a dozen vessels had dropped into the system. From the emissions, it was clear who they were. Known as “Frankenstein’s Horde,” these creatures had raided systems all over the Three Galaxies. Their ships were build from the salvaged remains of ships and were some of the most unusual vessels in the Three Galaxies.


The defense forces of Whitefall were not bad, a small number of system defense boats reinforced with several squadrons of fighters. Still, current tracking showed four cruisers and almost a dozen destroyer class vessels. There was no way that the defense forces could repel that large a force. The self defense forces would do their best but there really was little hope.


As soon as they knew what they faced, the planet had begun transmitting in the clear for help. They had received several confirmations and number of ships, including a couple of Warshield class cruisers, were on their way to help. Problem was that the rescue forces would not get there until long after the raiders were able to do whatever they wanted to in the system.


The system command and control facility received a strange signal. The header indicated that the vessel was the Human Alliance Battleship Hippolyta. At first, there was hope and relief. A single battleship, even an older vessel, would make short work of the raider ships.


Unfortunately, something just was not right and the hopes were quickly dashed. In addition to the signal being oddly distorted, as if it had been bouncing along for a long time, the coding was of the message strange, several centuries out of date.


As well, a check of Human Alliance record showed no current battleship under the name of Hippolyta. There had been one once but it had been lost centuries ago. It was destroyed in a major battle soon after the founding of the Human Alliance. If the battle had been lost, it is very likely that there would have been no actual Human Alliance.


Questions then turned to what was actually going on. Was it possible that the Bodkil were playing games and that the signal was a ruse. The Horde was not well know for tricker or subtly however so it seemed unlikely. Little reason with as badly outnumbered as the self defense force was. A mystery that likely would never get solved though as the Horde ships continue to approach the planet. It was agonizing how slow the vessels were but it would not matter.


There was a strange distortion suddenly. As if from nowhere, a huge ship appeared directly between the raiders and the planet. It took a few moments to get a good read. The mass of the ship read as an Agamemnon class battleship but the ship signature was strange with drive pattern being oddly skewed.


One thing about the Frankenstein’s Horde is that they are not suicidal. The vessels began maneuvering in an attempt to escape the ancient battleship. The raider force began scattering in an effort to escape.


Already though the raiders were within easy capital missile range. The planetary sensor array picked up what appeared to be hundred or so missiles fired by the battleship. Like the battleship, the missile drive pattern was just strange. All of the missiles were targeted at just one of the cruisers. Horde vessels, being light on point defense, where not designed to shoot down so many incoming missiles. Even a Warshield would have trouble with so many incoming missiles. Still, the Horde ships managed to shoot down almost half of the incoming missiles but the remainder were able to claw their way through the raider’s defenses. Suddenly, the cruiser were not much more than a shattered hulk. Strangely though, there was no EMP event like a nuke or anti-matter warhead would set off.


A second volley of missiles went out from the battleship. The Horde ships did fire a sizable capital missile volley in return. Several of the destroyers and two of the cruisers were armed with capital missile launchers. Some fired single missiles while others fired volleys of up to twenty missiles. In total, almost one hundred missiles were fired in return back at the ancient battleship. Might seem like a lot but a battleship’s defenses are designed to deal with large volleys of missiles. The battleship knocked down most with its long range battery and only four managed to leak through all of the layers of defense. The missiles from the battleship were a different story with another of the cruisers shattered.


What exactly happen was hard to determine by the planetary defense forces with so many drive signatures merging. The only drive signature which could definitely be picked up was the strange one of the battleship. As the two forces separated, only four destroyers appeared from the tangle of targets. Four Horde destroyers, especially damaged, was something that the defense forces could deal with.




Over the centuries, there have been reports of a mysterious battleship appearing, often helping when it is most needed. The ship is known to have fought against pirates, Kreeghor, Splugorth, Frankenstein Horde, and even UFO alien forces. The engagements with this vessel are especially frustrating to the Kreeghor and Splugorth.


Most reports indicate that it is an Agamemnon class battleship. Initially there were some thoughts that the ship might be a salvaged vessel. There have been a number lost and if fact there is a recent case of an old Agamemnon class battleship having been salvaged and rebuilt. Due to the strange appearances of the ship however, this vessel is not likely such a ship.


The ancient battleship is known to just appear and disappear, not able to be picked up on any sensors. There are various suggestions on what is occurring . Some suggest that the ship can become invisible while others suggest the ability of the ship to teleport. What has been seen is the ship being much faster than one might expect, able to travel fifty percent faster than a normal Agamemnon class battleship. Still, it is slower than more modern battleships such as the Consortium Protector class.


Whatever crews the ancient battleship, ghost or otherwise, it appears quite competent. There are reports that modern electronic counter measures have baffled the ship at times. It appears as if the sensor systems are out of date in their capabilities. There is a report of a group of Kreeghor Berserker class attack vessels are suppose to have used this weakness against the battleship. Interestingly, the battleship was suppose to have been hit with enough missiles to come close to wrecking a much newer Protector and shatter an Agamemnon class battleship but somehow the ancient ships is suppose to have survived, bloody but still fighting. The ship has been badly damaged in several battles but is later seen appearing to be completely undamaged. It is wondered if the ship can actually be destroyed.


The weapon arrays do not seem to fire normal blasts but instead some kind of eldritch energy. These beams seem especially shattering against force fields and the weaponry causes direct effects to the crew of the ship that the weapons strike including often disorienting them. Missiles are unusual. Of course the ship should have long run out of missiles. It seems to fire something that acts much like missiles but when they strike, they don’t explode but instead release magical energy. In addition, the missiles can actually turn around and strike a target again. If the target is destroyed, the missiles do seem to disappear however.


While not in every engagement, the battleship has been known to launch fighters on occasion. These are the old Tiger IV class medium fighter. It does not appear that the original fighter were replaced before the Hippolyta was lost. Never been any signs of power armors aboard.


There have been a handful of cases where the old battleship has rescued crews of vessels, especially those who have human crews. This has included both warships and civilian vessels. Those who have spent time aboard the ancient battleship report that they can wander the ship and it appears empty most of the time. It is extremely spooky and those who sleep aboard have reported haunted dreams. Occasionally though, a ghostly figure will be seen and even speaks to those rescued. A powerful telepath who was rescued sensed far more entities but most seem to rarely show themselves. Those the battleship pick up will be dropped off in a safe system.


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


Model Type: SB-12

Vehicle Type: Ghost Battleship

Crew: Approximately 2,000 (Haunting Entities)

Troops: Approximately 400 (Haunting Entities). Also carries 36 fighters (Piloted by Haunting Entities as well)

Horror Factor: 18


Vehicle, Robots, and Power Armors:

Fighter Compliment:

36

Ghost SF-4 Tiger IV Osprey Medium Star Fighters


M.D.C. By Location:

Main 40 cm “Balefire” Particle Beam Batteries (2):

2,250 each

Main 28 cm “Balefire” Particle Beam Batteries (2):

1,600 each

Secondary 18 cm “Balefire” Particle Beam Batteries (4):

1,200 each

12 cm “Balefire” Heavy Laser Cannons (6):

900 each

Point Defense “Balefire” Electromagnetic Rail Gun Turrets (8):

225 each

Double Barrel “Balefire” Point Defense Laser Turrets (12):

225 each

“Wraith” Cruise Missile Batteries (4):

900 each

“Wraith” Long Range Missile Batteries (6):

600 each

Mini-Missile Launchers (8):

150 each

Outer Hull (40 ft/ 12.2 m Area):

240

Inner Hull (40 ft/ 12.2 m Area):

150

[1] Bridge:

60,000

[1] Auxiliary Bridge:

60,000

Hanger Bay:

60,000

[2] Main Engines (4):

23,000 each

[3] Main Body:

240,000

[4] Variable Force Field:

12,000 a side (72,000 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] Destroying the main engines means that the ship’s faster than light systems are destroyed and maximum sublight speed is reduced by half.

[3] Depleting the M.D.C. of the main body will put the battleship 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% (3,600 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. Star Ship can accelerate/decelerate at the rate of 0.85 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 350 mph (563 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 3 light years per hour.

Maximum Range: Effectively Unlimited, the engines appear to need no refueling and seem to run on magical energy. ship’s crew does not require provisions. Even missiles seem to be created through magical energies.


Statistical Data:

Length: 3,480 feet (1,060.7 meters).

Height: 532 feet (162.2 meters).

Width: 828 feet (252.4 meters).

Weight: 12.8 Million Tons (11.6 million Metric Tons)

Power System: Magic, systems seem to work as if run by magic. Originally was powered by a Fusion Power Plant with a 10 year life span but would have run out of power long ago.

Cargo: Theoretically, Cargo holds are scattered about the ship that allows for carrying up to 100,000 tons (90,700 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. Of course, the entities crewing the vessel have no need for supplies.

Market Cost: Not for Sale, due to the haunted nature of the ship it is doubtful anyone would want the ship and the ship is completely independent. Several groups including the Kreeghor, would pay billions of credits to see the battleship permanently destroyed.


WEAPON SYSTEMS:

  1. Two (2) Main 40 cm “Balefire” Particle Beam Batteries: Mounted along the sides of the hull are two mounts with a single 40 cm particle beams on each mount. These cannons are capable of firing forward to aft and anywhere along the side of the ship. The cannons are also capable of 45 degrees up or down. When these weapons are massed, they are capable of taking out cruisers in a few blasts. 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: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere

    Mega Damage: 1D6x1000 M.D.C. each Particle Beam. 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 three (3) times per melee per particle beam.

    Payload: Effectively Unlimited.

  2. Two (2) Main 28 cm “Balefire” Particle Beam Batteries: In the front of the ship are two 28 cm particle beam cannons. Weapon has standard penalties to hit fighters and small targets. These can be fired forward and can be angled up to 120 degrees aft (can only fire one cannon at a target at that angle but can spin to be able to bring both batteries to bear) and can fire at a 30 degree angle up or down. 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: 70,000 miles (112,650 km) in space and 70 miles (112.7 km) in an atmosphere.

    Mega Damage: 1D4x1000 M.D.C. each (Both can be linked for 2D4x1000 M.D.C. for both) 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 three (3) times per melee per particle beam.

    Payload: Effectively Unlimited.

  3. Four (4) Secondary “Balefire”18 cm Particle Beam Batteries: These 18 cm particle beams are mounted in the forward area of the ship. Batteries can be fired up to 120 degrees toward the rear on either side (can only fire one cannon at a target at that angle but can spin to be able to bring both batteries to bear) and can fire at a 30 degree angle up or down. 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: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.

    Mega Damage: Magical Energy inflicts 3D6x100 M.D.C. each (6D6x100 M.D.C. for two.) 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 three (3) times per melee per particle beam.

    Payload: Effectively Unlimited.

  4. Six (6) Secondary 12 cm “Balefire” Heavy Laser Cannons: Laser cannons are used against frigates and as against heavily reinforced targets. Two are located on either side of ship. Weapon has standard penalties to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Only two cannons can be fired as one volley. 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: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.

    Mega Damage: 2D6x100 M.D.C. each or 4D6x100 for two. 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 two (2) times per melee each laser cannon.

    Payload: Effectively Unlimited.

  5. Eight (8) “Balefire” Point Defense Rail Guns: While the rail guns inflict the same range and inflict the same damage as the did before they were changed, they fire beams of magical energy instead of standard rounds. The also appear to be a burst of rounds instead of a beam. Each “Balefire” Rail Gun is in a turret that can rotate 360 and has a 180 arc of fire. Unlike the main battery and secondary battery, the weapons do not inflict the secondary havoc effects but do inflict double damage against none magical force fields.

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

    Mega-Damage: Magical Energy burst inflicts 3D6x10 M.D. Weapons inflict double damage against non-magical force fields.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually four per melee round for ghosts)

    Payload: Effectively Unlimited.

  6. Twelve (12) “Balefire” Point Defense 2 cm Lasers in Double Mounts: Instead of firing laser beams, these weapons appear to fire magical “Balefire” energies. They retain the same range and approximate damage as the lasers. While they don’t inflict the havoc effect of the heavy batteries, the weapons do inflict double damage against non-magical force fields. Original purpose was as an anti-starfighter and missile weapon. Each “Balefire” laser turret can rotate 360 and has a 180 arc of fire.

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

    Mega-Damage: 2D6x10 M.D. Weapons inflict double damage against non-magical force fields.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually four per melee round for ghosts)

    Payload: Effectively Unlimited.

  7. Four (4) “Wraith” Cruise Missile Batteries: The ship retains the ability to launch cruise missiles although the nature of the missiles have changed. The missiles accelerate at the same rate as conventional cruise missiles (Missile has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn.) Missiles are brilliant and have +7 to strike and +6 to dodge. They also have three attacks per melee round. Unlike a normal missile, the wraith missile does not explode and keeps striking at its target over and over although it does have to turn around and might take quite a will to do so. If the target is destroyed or vanishes, the missile disappears. They also will fade four minutes after being launched. These wraith missiles have 100 M.D.C. each. Batteries can launch on multiple targets each at the same time.

    Maximum Effective Range: Effectively Unlimited! Once fired, the wraith missile will fly and pursue the designated target until its target or the missile is destroyed (or the target vanished from sight, jumps away, or gets away by another means.) It will also fade after four minutes of flight time.

    Mega-Damage & Properties: 6D6x100 of magical energy every time the missile strikes (per missile which hits.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) per battery, per melee round, for a maximum of 96 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.

    Payload: 96 total, 24 cruise missiles per battery. Ship has 108 reload of missiles (960 cruise missiles reloads total) - Regenerates missiles at the rate of two missiles per launcher per minute.

  8. Six (6) “Wraith” Long Range Missile Batteries: The ship retains the ability to launch long range missiles although the nature of the missiles have changed. The missiles accelerate at the same rate as conventional long range missiles (Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn.) Missiles are brilliant and have +7 to strike and +6 to dodge. They also have three attacks per melee round. Unlike a normal missile, the wraith missile does not explode and keeps striking at its target over and over. If the target is destroyed or vanishes, the missile disappears. They also will fade two minutes after being launched. These wraith missiles have 50 M.D.C. each. Batteries can launch on multiple targets each at the same time.

    Maximum Effective Range: Effectively Unlimited! Once fired, the wraith missile will fly and pursue the designated target until its target or the missile is destroyed (or the target vanished from sight, jumps away, or gets away by another means.) It will also fade after two minutes of flight time.

    Mega-Damage & Properties: 2D6x100 of magical energy every time the missile strikes (per missile which hits.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) per battery, per melee attack.

    Payload: 2,304 total, 384 long range missiles per battery - Regenerates missiles at the rate of two missiles per launcher per minute.

  9. Eight (8) “Wraith” Mini-Missile Launchers: Like the cruise missile batteries and long range missile batteries, these launchers fire magical missiles. Unlike those launchers, the missiles do not have virtually unlimited range and fade as soon as they reach their target or when normal range is reached. The missiles are considered super smart and have +4 to strike and +5 to dodge. They also have two attacks per melee round. Each mini-missile has 10 M.D.C. 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.

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

    Mega-Damage: 2D6x10 of magical energy every time the missile strikes (per missile which hits.)

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

    Payload: 128 per launcher for a total of 1,024 mini-missiles. Regenerates missiles at the rate of eight missiles per launcher per minute.

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. ]


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 © 2013, Kitsune. All rights reserved.



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