Lionheart High Speed Transport
(Converted Chevalier class Escort Cruiser):

The Chevalier class Escort Carriers were originally built in large numbers. They often served in roles similar to what Destroyers do at present within the Three Galaxies. With its two long range missile batteries, the ship was considered quite effective at protecting both convoys and as escorts for the larger warships of the fleet. At the time, destroyers were considered to be too light fill this role against any kind of heavy position.

Eventually, the ships were considered obsolete and all were retired from Human Alliance service except for those operating in the minesweeper role. Some were scrapped while others were sold to self defense forces and mercenary companies.

The Lionheart had been one of the Chevalier cruisers sold outside of Human Alliance space. It served under a variety of mercenary companies including one which specialized in escorting convoys through areas of the Three Galaxies which were considered under threat. In most ways, she was an outstanding design for this role.

Eventually, she was considered too slow to operate as an effective escort with a fair number of merchant vessels actually faster than she was. She was laid up as a result, a bit haphazard with none of her weaponry stripped and only partially mothballed. In precarious this status, she sat for a number of years. Most likely, she would have been scrapped sometime in the future being considered no longer combat effective.

Instead, she was purchased with an interest in converting her into a fast troop transport. With her weaponry still intact, the hope was that the drives, the power plant, and shields could be upgraded and make a ship able to defend itself within a hot zone with minimal upgrades.

One often hears “Never trust a used starship dealer” especially when they say a ship is in excellent condition but she was likely still a good choice when all was considered. It was only that due to her improper preservation that she did require a lot more reconditioning than originally expected.

Still, not many ships get sold with their full weapon battery intact. They needed reconditioning in many cases but none had to actually be replaced. This includes the two 18 cm particle beams, the twin long range missile batteries, and the light defensive weapon suite. The one major change in refitting her was that the number of long range missiles is greatly reduced to be able to be able to carry a much larger troop compliment. Missile payloads are reduced to under one hundred and fifty per battery for just under three hundred total. As well, the extra reloads for the mini-missile batteries are also eliminated. Even so, the ship is able to defend itself quite well compared to most merchant ships filling the same role.

As far as major upgrades, the original fusion plant is replaced by a much more powerful civilian fusion plant. The modern fusion plant is a fair amount smaller and produces much greater power. As with several other systems, civilian systems are used where possible. The drives were also replaced by much more powerful civilian drive systems. These are capable of speeds up to four light years per hour. Shield generators are interesting in that they come from a salvaged Trans-Galactic Empire Smasher class cruiser. Adapting them for the old cruiser was quite an interesting exercise but much cheaper than a new generator would have been. There were some limited hull reinforcements and additional armor patches which allow the ship to withstand a bit more damage than it could originally. Finally, the sensors are replaces with upgraded modern sensor systems. New computer systems are also in place.

As this ship is design as a fast troop transport, the ability to carry troops is paramount. Originally the ship was limited to pilots for the ship’s fighter compliment. Not including shuttle and fighter pilots, the reduction in missile compliment allows the ship to carry up to two hundred and forty troops with approximately half normal in power armor. This included twenty in knock off versions of the Silverhawk power armor. The rest are K-Universal and Steel Grunt designs. There is no space for ground or hover vehicles although the ship has been modified to carry two light assault shuttles externally. Six light fighters, replacing four medium fighters originally carried, are retained with the ICE Hyena carried. Along with the more advanced computer systems, the new propulsion system, power plant, and shields have greater automation which allows reduction in the crew compliment. Still, with the troops, the ship is extremely crowded.

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: CL(E)-07 (Modified)

Vehicle Type: Fast Transport (Modified Escort / Light Cruiser)

Crew: 154 (12 Officers, 142 enlisted).

Troops: 268 (12 fighter pilots & crew, 16 shuttle pilots & crew, 20 Silverhawk “Knock Off” pilots, 100 Marines in light / medium power armor, and 120 standard marines)

Vehicle, Robots, and Power Armors:

Power Armors:


Human Alliance HAFA-PA-06 “Steel Grunt” Power Armors


Kittani K-Universal Light Power Armor


“Knock Off” Silver Hawk Power Armors

Fighter Compliment:


MSX-128-ICE “I.C.E. Hyena” Light Starfighter

Assault Shuttles:


LASVP-10 Higgens Light Assault Shuttle

M.D.C. By Location:

18 cm Particle Beam Batteries (2):

800 each

Point Defense Electromagnetic Rail Gun Turrets (4):

150 each

Double Barrel Point Defense Laser Turrets (4):

150 each

Long Range Missile Batteries (2):

400 each

Mini-Missile Launchers (4):

100 each

Outer Hull (40 ft/ 12.2 m Area):


Inner Hull (40 ft/ 12.2 m Area):


[1] Bridge:


Hanger Bay:


[2] Main Engines (2):

5,000 each

[3] Main Body:


[4] Variable Force Field:

3,000 a side (18,000 Total)


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

[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 modified cruiser 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% (900 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 420 mph (676 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 two years worth of supplies on board.

Statistical Data:

Length: 478 feet (145.7 meters).

Height: 105 feet (32.0 meters).

Width: 185 feet (56.4 meters).

Weight/Mass: 46,300 tons (41,000 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 5,000 tons (5,511.6 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.

Market Cost: An unmodified Chevalier class Escort Cruiser would cost about 400 million credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships sell for 500 to 800 million credits. As refitted, the Lionheart would probably be worth around 1.6 to 2.0 billion credits.


  1. Two (2) Main 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. 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. Four (4) 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 gun inflicts 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. 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 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: 288 total, 144 long range missiles per battery.

  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 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.

[ 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. ]

Image drawn and copyrighted by "Orpheus7".

More "Orpheus7" artwork at DeviantArt

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2013, Kitsune. All rights reserved.