Icaria Velos (Arrow) class Destroyer:

Most single star system entities are not economically powerful although there are some exceptional exceptions to that. One of these is Phase World. Even though nothing like at the scale of Phase World, the Icaria system is incredibly powerful for a single star system.

As with Phase World, the reason is trade. The Icaria is located on the crossroads of multiple trade rounds much of it between various parts of the Consortium of Civilized Worlds. Due to the layout of the Three Galaxies including dead zones, merchant trade tends to follow certain established routes. Large amounts of trade funnel through Icaria space and the system has set up extensive warehousing and resupply capabilities in order to take advantage of the merchant trade.

Being such an economic power house, there has always been danger of forceful take over especially by the Trans-Galactic Empire. The defense against this has always been two fold. One is to establish strong defense treaties with the Human Alliance. This includes the free travel of Human Alliance warships though their system. The system has been offered membership into the Consortium in the past. The population considers themselves extremely independent and has always refused.

The second is to have an extremely powerful military in their own right. While no single star system, no matter how economically powerful, could match the Trans-Galactic Empire, the system can keep a fleet large enough to give the Kreeghor pause. There are other potential, although far smaller, enemies as well which keeping a powerful fleet helps dissuade them as well. In general, the Icaria navy is well trained and is the equal to the Consortium and Human Alliance navies in this regard.

When the Velos class destroyer was developed, the Icaria relied largely on technology from the Human Alliance in their warships. Even so, the system preferred to build their own vessels instead of purchasing Human Alliance designs. A number of designs are similar to Human Alliance designs although newer designs tend to be quite different than Human Alliance designs. The system has long maintained extensive ship fitting capabilities and have the capability to build warships up to battlecruiser size, something few single star systems have the ability to construct. When not engaged in new warship construction, the yards are used for refitting and in some cases civilian ship construction.

The main purpose of the Velos class destroyer was close escort of either other warships or non military vessels. In general, they were expected to operate with cruisers giving longer range protection. As a result, the weapon systems are comparatively close ranged. The new replacement Aspis class destroyer is armed with the ability to act more in the long and medium range escort role. The close in escort role is being effectively eliminated with the planned retirement of these destroyers.

As rapidly as possible, Velos class destroyers are being replaced by the new Aspis class and being retired. Replacing the older destroyers is considered a priority. The which remain in service generally are operating with the older vessels also still in service. Unfortunately, while a number of these older destroyers have been sold to either other military forces or mercenary companies, there is not as much interest in these destroyers as with other classes. Been discussion of cutting the cost of the older destroyers as a result to enable them to be sold more rapidly.

Because of this emphasis on close range escort, the Velos was the only Icaria warship class of the time which is fitted with medium range missile batteries instead of long range missile batteries. Classes such as the Thyella class light cruiser were armed with a pair of long range missile batteries. The medium range launchers are a merchant design although the destroyer is much smaller than most merchant vessels similar armed and additional missiles are carried in the ship’s cargo holds.

For anti-ship weaponry, the Velos is armed with a pair of 18 cm “short” heavy particle beams. Still extremely powerful, these particle beams have about half the range of standard heavy particle beams. While it does not have the capital missile firepower of a Berserker, if it can get the Kreeghor vessel in range, it can rake the missile ship severely with its extremely heavy energy weapon battery. Unlike the Akon class corvette, the destroyer does not need a capacitor to power the heavy particle beams.

Backing up the medium range missile batteries and the 18 cm “short” heavy particle beams, the destroyer is armed with four point defense lasers, two electromagnetic rail gun mounts, and four mini-missile batteries. These are mostly used to engage missiles which make it through the medium range missile batteries. As with the medium range missile batteries, the mini-missile batteries only generally fire advanced smart missiles.

While not quite as fast as the Akon class corvette, these destroyers are quite fast with the ability to out accelerate a modern Kreeghor Berserker attack ship as well as having equal speed in faster than light space. Unlike the Akon class corvette, the Velos is powered by an advanced anti-matter reactor although it is backed up with secondary fusion plants. The reactor gives decades of service between refueling and refitting. These ships are not quite as well armored as a modern Berserker although are still extremely well armored. Their variable shields are also an older model but the destroyer’s shields are still quite powerful.

As far as crew, the ship is operated by a comparatively small crew. With only a little over thirty, the destroyer is operated by only one third the crew of the new Aspis class although still almost three times that of the contemporary Akon class patrol corvette. These ships have a small number of expansion births which allow up to twelve passengers to be carried. In some cases, these might be marines although these ships also sometimes act as high speed vessels for important personnel. No fighters are embarked aboard the destroyers.

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-DD-24.

Vehicle Type: Destroyer.

Crew: 32 (3 Officers and 29 Enlisted).

Troops / Passengers: 12 Maximum.

M.D.C. By Location:


18 cm “Short” Particle Beam Cannons (2):

650 each


Point Defense Electromagnetic Rail Gun Turrets (2):

150 each


Double Barrel Point Defense Laser Turrets (4):

150 each


Medium Range Missile Batteries (4):

250 each


Mini-Missile Launchers (4):

100 each


[1] Main Engines (2):

1,000 each


[2] Bridge:



[3] Main Body:



[4] Variable Force Field:

800 a side (4,800 Total)


[1] Destroying the main engines means that ship 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% (240 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 0.95 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 1.2 mph (913.5 mph/1,470 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 light-years per hour.

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

Statistical Data:

Length:                280.51 feet (85.5 meters).

Height:                73.82 feet (22.5 meters).

Width:                 84.65 feet (25.8 meters).

Mass/Weight:      5,290 tons (4,800 metric tons).

Power System: Anti-Matter with a 25 year life span. The ship normally only goes 7 years between refueling and refitting. Backed up with emergency fusion plants.

Cargo: Small cargo hold that can carry up to 50 ton (45.4 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. Ships 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: Costs approximately 350 million each to construct not including missiles. Ships are no longer being produced. When available, these ships can sell for 450 to 600 million credits not including ordnance.


  1. Two (2) 18 cm “Short” Particle Beam: In the front of the ship are two 18 cm short particle beam cannons. While it does not have the range of a standard heavy particle beam, has a similar output and is extremely powerful. 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. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 25,000 miles (40,230 km) in space and 25 miles (40.2 km) in an atmosphere.

    Mega Damage: 3D6x100 M.D.C. each.

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

    Payload: Effectively Unlimited.

  2. Two (2) Point Defense 15 mm Electromagnetic Rail Guns: Unlike most of the rail guns used on Phase World / Three Galaxies starships, these are standard electromagnetic rail guns. They are used as an anti-starfighter and missile weapon and against targets that are impervious to energy. Each rail gun is in a turret that can rotate 360 and has a 180 arc of fire. When used in space, projectiles are fired from rail guns at a significant fraction of the speed of light. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Rail guns use 15 mm depleted uranium projectiles.

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

    Mega-Damage: Rail guns inflict 3D6x10 M.D.C. for an 80 round burst.

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

    Payload: 16,000 Rounds (200 Bursts) each cannon.

  3. Four (4) 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.

  4. Four (4) Medium Range Missile Batteries: 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 (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), or eight (8) medium range missiles per battery.

    Payload: Twenty-Four (24) missiles per battery for a total of ninety-six (96) medium range missiles. Has an additional 192 medium range missiles in cargo holds.

  5. Four (4) 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 512 mini-missiles. Cargo hold has an additional 1,024 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2014, Kitsune. All rights reserved.