Slayne Naga class Destroyer:
The Slayne are a relatively minor race of the Three Galaxies. They control a total of around a dozen star systems. In some cases, the systems have multiple planets inhabited. Many of these planets would be hard for humans to survive without extensive technology. Their culture is extremely interesting, a combination of a Feudal type society with some hive like aspects. They are a non-humanoid race with no real equivalent in Terran type organisms. While masters of bio-technology, especially in high strength materials, they are otherwise less advanced and rely greatly on copying other civilization's technology. This includes weapon systems, drives, shields, and electronic systems.
The Naga class Destroyer is one of the mainstays of their fleet. Several hundred of these vessels, maybe up to around a thousand, have been built. The ship is one of the Slayne's second generation designs after they had managed to acquire some military hardware. It is the smallest combat vessel operated by the Slayne race. In many ways, the ship fills a similar role to the Trans-Galactic Empire "Smasher" class attack ship. In fact, much of the hardware is actually from the Kreeghor design. The Naga is a bit larger than the Smasher and does mount better point defense than the Trans-Galactic Empire. "Naga" is the designation which the Consortium Navy uses with monster names used for each Slayne class.
Like all Slayne designs, the Naga is protected by bio-material which are as strong as the best alloys as the alloys and composites used on some of the most advanced vessel designs of the Three Galaxies. The dull black hull appears grown and is covered in what appears to be spikes or thorns. The material itself can regenerate damage and can adapt to energy weapons to reduced damage. The hull is grown on a frame and never is exactly the same between two vessels. The destroyer also is protected by a variable force field used on similar class designs within the Three Galaxies.
The power plant of the Slayne destroyer is a fusion plant unlike most destroyer classes which mount anti-matter power plants. The power plant is quite a bit more massive as a result but does have the advantage of being far safer because of being extremely mature technology. Acceleration is moderate compared to other destroyer classes with a faster than light maximum velocity of three light years per hour.
One strange feature of the design is just how primitive life support on the vessel is. A human would have an extremely difficult time surviving aboard the vessel with an extremely low oxygen content and much less temperature control. The Slayne can survive in much more extreme environments than most sentient organisms in the Three Galaxies. Their ship has a hydroponic section although not what humans would think of one. Mostly is that it is bacteria like based food source. It also helps to support the life support systems of the ship.
Crew is large, about two hundred total, mostly "worker" class. The ship does have four "officer" class and a couple of dozen "engineer" class. Embarked is also about hundred "soldier" class equipped with power armors. The advanced drives for space power armors are presently beyond the Slayne's technology. No fighters are embarked aboard the vessel.
The main weapon of the destroyer are a pair of capital missile launchers. Both the launchers and missiles are copies of older Trans-Galactic launchers and are slightly more massive than newer launchers. The ship carries a total of eighty missiles for the launchers. The Slayne do not have the most advanced missiles types used in the Three Galaxies such as the super-heavy anti-matter, gravity singularity, and X-Ray missiles. As well, they have not developed the "brilliant" guidance system. Backing up the cruise missile launchers are four medium range launchers based on civilian launchers. Each launcher has a total of sixty-four missiles with a total of two-hundred and fifty-six missiles.
A pair of twelve centimeter laser, also Kreeghor designs, are mounted in a forward firing position. These mounts are a newer design than the capital missile launchers. As well, the destroyer mounts a total of eight light point defense mounts. These mounts combine mini-missile launchers with four mounting combined laser batteries and four combined with electro-magnetic rail guns. The Slayne do not have the manufacturing technology for gravity rail guns. Each mini-missile launcher has twenty-four mini-missiles ready to fire. The Slayne do have smart guided mini-missiles.
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: Slayne Naga Destroyer
Vehicle Type: Heavy Destroyer
Crew: 208 (4 "Officer" Types, 24 "Engineer" Types, and 180 "Worker"
Types
Troops: 95 "Soldier" Types (Equipped with power armors)
Vehicle, Robots, and Power Armors:
Power Armors:
95 | Slayne “Ravager” Power Armors |
M.D.C. By Location:
12 cm Horn Heavy Laser Cannons (2, Front): | 650 each | |
Cruise Missile Batteries (2, Sides): | 800 each | |
Medium Range Missile Batteries (4, Sides): | 240 each | |
Point Defense Lasers / Missile Batteries (4): | 220 each | |
Rail Cannons / Missile Batteries (4): | 220 each | |
[1] Main Engines (2) | 1,600 each | |
[2] Bridge: | 2,200 | |
[3] Main Body: | 6,800 | |
[4] Variable Force Field: | 800 a side (4,800 Total) |
Notes:
[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 out
of commission. All internal systems will shut down, including life support
and internal gravity. The ship itself will be an unsalvageable floating
wreck.
Has the ability to repair itself. The ship’s hull and ship’s systems
regenerate damage at the rate of 4D6x10 M.D.C. per minute. The ship can
only repair up to half the total M.D.C. of the main body without needing
additional resources.
[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.
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 0.8 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 3 light years per hour.
Maximum Range: Effectively Unlimited by either drive system.
Carries about two year worth of supplies on board and has a small hydroponic
(bacteria type) section.
Statistical Data:
Length: 542.98 feet (165.5 meters) for the main hull. 619.42
(188.8 meters) with horn cannons. Spikes / thorns add an additional 19.69
feet (6 meters) to the length of the ship.
Height: 94.49 feet (28.8 meters) for the main hull. Spikes /
thorns add an additional 19.69 feet (6 meters) to the height of the ship.
Width: 159.12 feet (48.5 meters) including cruise missile batteries.
139.44 feet (42.5 meters) for main hull. Spikes / thorns add an additional
19.69 feet (6 meters) to the width of the ship.
Weight: 15,652.8 tons (14,200 metric tons)
Power System: Fusion with a 12 year life span. The ship normally
only goes 5 years between refueling and refitting.
Cargo: Small cargo hold that can carry up to 330.7 ton (300
metric tons) of cargo not including standard compliment of supplies and
ammunition. Hold is 20 x 4.5 x 45 feet in dimensions (6.1 x 13.7 x 13.7
meter). Ship is extremely cramped compared to the ships of most navies.
Most of the ship’s spaces are taken up by extra ammunition, armor, troops,
weapons, engine, and other equipment.
Market Cost: The Slayne will not sell these ships. While the
technology of the ship is based on older designs of the other cultures
of the Three Galaxies. Due to the bio-armor, many civilizations would offer
huge sums of money for the vessel (Several billion at least.) The Slayne
might be willing to trade one of these ships for advanced technology although
will not trade anything larger.
WEAPON SYSTEMS:
- Two (2) 12 cm Horn Heavy Laser Cannons: Kreeghor style weapon
mount in the front of the vessel. Weapon system designed for anti-capital
ship and anti-installation. 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. Weapon has standard
penalties to hit fighters and small targets for a capital scale weapon
system.
Maximum Effective Range: 16,000 miles (25,750 km) in space and 16 miles (25 km) in an atmosphere.
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. - Two (2) Cruise Missile Batteries: The older Kreeghor launchers
could launch as large a volley as the newer launchers but were larger which
reduced payload. The ship carries batteries with ten cruise missile launchers
each to launch cruise missile. 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) in space. 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
other starships (Great for hitting bases and planets because target does
not move and missile, when unpowered, is at -25% to be detected.) 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 multi-warheads inflict 5D6x100 M.D.C. each.)
Rate of Fire: Volleys of ten (10) per launcher, per melee round, for a total of twenty (20) missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 80 total, 40 cruise missiles per launcher. - Four (4) Medium Range Missile Batteries: Based on civilian
type launchers although have a higher payload. Medium range missiles have
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 missiles one at a time or in volleys of two (2), four (4), or eight (8) missiles per battery
Payload: 64 per battery for a total of 256 medium range missiles. - Four (4) Point Defense Lasers/Mini Missile Batteries: Each
turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around
the ship for point defense. Weapons are mounted around the ship for point
defense. 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) in space. Missile
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. Lasers have a range of 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
Mega-Damage: Laser cannon inflicts 2D4x10 M.D. per blast. Mini-Missiles vary by mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Mini-Missiles are fired one at a time or in volleys of two (2) or four (4) mini-missiles.
Payload: Laser has effectively unlimited payload. Has 24 mini-missiles at each launcher (96 total, can carry potentially several times more in storage holds). - Four (4) 20 mm Electromagnetic Rail Gun/Mini Missile Batteries:
Unlike most of the rail guns used on most Phase World Starships, these
are standard electromagnetic rail guns. Each turret can rotate 360 and
has a 180 arc of fire. Weapons are mounted around the ship for point defense.
The rail gun still fires projectiles at incredible velocities compared
to rail guns on Rifts Earth and projectiles are fired from rail guns at a
significant fraction of the speed of light. 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). Missile launchers 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. Rail guns have a range of 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
Mega-Damage: Rail Cannon inflicts 2D6x10 M.D. for a 30 round burst. Mini-Missiles vary by mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Mini-Missiles are fired one at a time or in volleys of two (2) or four (4) mini-missiles.
Payload: Rail Cannon has 6,000 rounds/ 200 Bursts each, has 24 mini-missiles at each launcher (96 total, can carry potentially several times more in storage holds.)
Special Equipment:
- Adaptive Hull: The destroyer has the ability to adapt to any non magical attacks on it. Once a specific attack has been used against the ship, it will adapt to that attack and any attack of that type that is encountered afterwards will only be at half effect in the next engagement. Magical attacks will continue to inflict full damage. Variable frequency weapons such as variable frequency lasers can be reset to do full damage once this is discovered. The adaption takes about five days to be completed.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2010, Kitsune. All rights reserved.