Icaria Fantasia class Star Liner:

Icaria system is one of the most wealthy independent systems in the Three Galaxies. Much of that comes from trade passing through their system however industry is an important part as well. Part of this is the refitting and building of merchant ships.

The system produce merchant designs of virtually all classes from some of the smallest to some of the largest. One of these classes is the Fantasia class Star Liner. It has not been produced in such numbers as some of the cargo designs but quite respectable numbers have been constructed. Not quite as modern as the Aurora Princess design, they are still considered excellent vessels and are still being constructed even if in smaller numbers than previously.

Under development appears to be a replacement for the Fantasia design with some calling it the Fantasia II design but not much is known about it yet. It is suggested that it will be faster, have additional luxuries, and be better protected than the present Fantasia class.

As with ocean liners in the late Nineteenth Century up through the middle of the Twentieth Century, the only practical means to travel between star system are in star liners. In some cases people will ride in cargo ships but most prefer liners if at all possible. In addition to being used for simple transport, liners also are entertainment in their own right. Because people may be in weeks if not months, liners need to be comfortable with various amenities to entertain passengers.

Most liner designs are designed for passenger enjoyment as well comforts and the Fantasia class Star Liner is no exception. While these ships can be built in a number of configuration, most ships are designed for a normal passenger compliment of twelve hundred. This includes two hundred luxury staterooms with the rest being in double occupancy cabins.

Cabins are slightly smaller than the newer Aurora Princess design. While older ships might not have quite as many amenities as the Aurora Princess, newer ships rival the Aurora Princess. Staterooms have full holographic entertainment systems. Most can also be set for special environments including individualizing gravity and atmosphere. As one might expect, the luxury staterooms have greater amenities.

In addition to individual amenities, most ships also have extensive entertainment faculties. These including multiple restaurants, several casinos, stages, holographic theaters, exercise areas, swimming pools, and more not described here. Of course, many of these especially the casinos, are an attempt to separate passengers from their credits.

Crew comforts, while not quite the equal of passenger comforts, are also quite comfortable. They lack some of the entertainment facilities which the passengers have. Even so, the officer’s staterooms, especially the captain’s, are extremely nice. The crew have their own dining facilities, exercise areas, and entertainment.

 While the Icaria system does not operate military transports, some of these ships have been stripped down and might be used as transports. Such ships can carry twenty-two hundred passengers. In addition to having much smaller cabins, these ships have a much smaller compliment of ship’s stewards. Still, most stripped down ships can be considered at least reasonably comfortable. Theoretically, if converted to a pure troop transport, could likely carry around five thousand troops.

Merchant ships are often the target of pirates and liners potentially have the highest risk. They often have wealthy individuals aboard and slavery is always a risk as well. As a result, most liners are well armed, rivaling light warships in many cases. In addition, they tend to be fast and carry military class shields. This is to make the ships less desirable as potential targets. Most pirates prefer to attack ships that are less likely to fight back.

The Fantasia class in no exception in this regard. Many of the weapon systems carried on the liner are the equivalent of those carried on the Thyella class light cruiser. This includes four heavy particle beams and two long range missile batteries. While the liner does not mount any rail guns, twelve point defense laser batteries and six mini-missile batteries act as close range point defense. Shields are also of military class along with mounting cruiser class sensors. These ships are not quite as fast as some of the newest warship ships but at four light years per hour are still faster than most older warships. Finally, there is the provision to embark up to six light fighters although not usually carried.

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: INF-SL-08.

Vehicle Type: Star Liner.

Crew: 140 (20 Officers and 120 Ordinary Crew) with 240 Ships Stewards (100 in some).

Passengers: 1,200 Passengers (2,200 in some).


Fighter Compliment:



Light Fighters (Provision for, Generally not carried)




Passenger Shuttles

M.D.C. By Location:


18 cm Particle Beam Batteries (4 Particle Beams):

800 each


Double Barrel Point Defense Laser Turrets (12):

150 each


Long Range Missile Batteries (2):

400 each


Mini-Missile Launchers (6):

100 each


Outer Hull (40 ft/ 12.2 m Area):



Inner Hull (40 ft/ 12.2 m Area):



[1] Bridge:



[2] Main Engines (2):

10,000 each


[3] Main Body:



[4] Variable Force Field:

4,000 a side (24,000 Total)


[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s hull. 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.

[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 liner 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% (1,200 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 0.75 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 atmospheric flight.

Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 4.0 light years per hour.

Maximum Range: Effectively Unlimited by either drive system. Carries about two years worth of supplies on board.

Statistical Data:

Length:                905 feet (275.84 meters).

Height:                260 feet (79.25 meters).

Width:                 420 feet (128.02 meters).

Mass/Weight:      275,000 Tons (249.500 metric tons).

Power System: Advanced Fusion with a 20 year life span. The ship normally only goes 5 years between refueling and refitting.

Cargo: Cargo holds are scattered about the ship that allows for carrying up to 25,000 tons (22,700 metric tons) of cargo in addition to standard compliment of supplies and ammunition. These cargo spaces are used for both passengers’ luggage/cargo and to carry contracted cargo or mail.

Market Cost: 2.8 billion credits including luxuries. The ship would cost 1.3 without luxuries. Does not include fighter compliment.


  1. Four (4) Main 18 cm Particle Beam Batteries: These 18 cm particle beams are mounted in the top and bottom 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. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.

    Mega Damage: 3D6x100 M.D.C. each (6D6x100 M.D.C. for two).

    Rate of Fire: Maximum of three (3) times per melee per particle beam.

    Payload: Effectively Unlimited.

  2. Twelve (12) Point Defense 2 cm Lasers in Double Mounts: Used as an anti-starfighter and missile weapon. Each laser 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: 2D6x10 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) Long Range Missile Batteries: Long range missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (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 star ships (Great for hitting bases and planets because target does not move and missile, when unpowered, is at -25% to be detected.) Long range missiles do not have penalties to hit small targets, unlike cruise missiles, and are all considered smart missiles. Batteries can launch on multiple targets each at the same time. Batteries have a lower number of actual launchers than the modern CAF long range missile batteries and each launcher is slightly larger in size.

    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: 720 total, 360 long range missiles per battery.

  4. Six (6) 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.

    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.

    Payload: 128 per launcher for a total of 768 mini-missiles. Cargo hold has an additional 1,536 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.

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Writeup by Kitsune (E-Mail Kitsune).

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