Splugorth / Kittani “Invidious” class Mega-Cruiser:
It is believed that the Splugorth Kingdoms control less than one hundred worlds total in the Three Galaxies. There are four “kingdoms” and they don’t always agree although rarely have they have been in open conflict. Still, there is rumors of the occasional raid between them.
Even though nothing like the size of the Consortium of Civilized Worlds, Trans-Galactic Empire, or even the United Worlds Warlock, the Splugorth Kingdoms have surprisingly powerful space forces built around Kittani warship designs. There have been a number of well known incidents between these warships and Consortium and United Worlds Warlock naval forces. It is also known that they have often attacked the Kreeghor and there have been a number of bloody battles between them even though the Trans-Galactic Empire forces outnumber them.
More common though is that Splugorth forces will raid less well defended world and tales are often told of such raids. These raids are meant to acquire captives for their slave markets as well as stripping the planet of other valuables resources. Luckily, they will not normally go after well defended independent worlds because they often lose more than they might gain in the process.
Many less advanced worlds fear these ships, considering them to be super advanced designs beyond anything else in the Three Galaxies. In realty, the technology is more or less on par with the technology of the major powers of the Three Galaxies. In some cases they might be considered more advanced while in other cases less advanced. When compared to the major powers, their sensor systems might be better compared to those of the Trans-Galactic Empire than the Consortium of Civilized Worlds. Otherwise, military experts tend to respect Kittani designs but do not fear them.
As is common with ships operated by the Splugorth Kingdoms, this ship is considered on the large size for what might be considered to be a cruiser. It is a similar size to the Tri-Galactic Military “Wyvern” class Pocket Battleship and old Human Alliance “Vulcania” class Scout Battleship. Other than the previous terms, the ship has been variously described as a Mega-Cruiser and Light Battlecruiser. In terms of operations, the ship is operated as the way cruisers are usually operated so most military analysts tend to prefer the term “Mega-Cruiser.”
Part of the reason why warships of the Splugorth Kingdoms tend to be large is because they serve double duty. In addition to acting as conventional warships, they also are designed to make planetary raids. As a result, they have considerable space to carry any captives which they might capture during their raids. The ship has four hundred cells each designed to be able to carry twenty captives for a maximum total of eight thousand captives. In addition, their ships tend to carry considerable assault forces and the “Invidious” is no exception.
One of the features which makes this vessel unusual is the weaponry. The vessel has two super heavy 34 cm electromagnetic mass drivers which the ship is virtually built around. Often called “Death Lances,” the mass drives fire multi-ton projectiles at a significant fraction of the speed of light. It is suspected that the mega-cruiser mounts these weapons to deal with heavily armored targets which have the impervious to energy enchantments. One or two blows will wreck a destroyer and even a cruiser will find itself in trouble when targeted by these weapons. There is a total of eighty projectiles per mass drive for a total of one hundred and sixty projectiles.
The rest of the weapon is more conventional in design with a quite heavy energy weapon battery. These include two 32 cm and four 22 cm anti-ship particle beams. In addition, the ship has six 16 cm heavy fusion beam cannons. While the fusion cannons are much shorter ranged, they have a greater rate of fire and have greater energy output for their mass than the particle beams.
The mega-cruiser is reasonably well armed with respect to missile weaponry as well with four capital missile batteries and six long range missile batteries. The capital missile batteries can fire heavier volleys than those mounted on the warships of the Trans-Galactic Empire. The Kittani also have their own version of a heavy gravity warhead which instead of a single “singularity” warhead, breaks up into four warheads which are harder to stop. The long range missile batteries give the warship also relatively decent long range defense against incoming missiles and against attacking fighters.
For point defense, the ship is recently well defended with eight 25 mm point defense rail guns, eight 20 mm ion cannons, and eight mini-missile batteries. Unlike modern warships of the Consortium and the Trans-Galactic Empire, the rail guns are electromagnetic mounts. Easier to maintain than gravity rail guns, the rail guns still have excellent range and fire power. With respect to the mini-missile batteries, virtually all of the missiles fired will be smart guided missiles.
With regards to protection, these mega-cruisers are heavier armored than the Tri-Galactic Military “Wyvern” class Pocket Battleship although far less armored than most true battlecruisers. They also have heavier variable shields than the Wyvern class. Between the armor and shields, these vessels can withstand far greater damage than the heavy cruisers of most space navies.
Unlike the “Marauder” assault shuttle and “Tormentor” destroyer, the Invidious does not have any protective enchantments. Most military experts think that the warship simply is too large to be enchanted in such a manner. The mega-cruiser does however have a number of techno-wizard sensors standard. These include the ability to see the invisible, sense magic, see aura, and sense rifts.
These mega-cruisers have good acceleration in normal space although slightly inferior to the Smasher class light cruiser operated by the Trans-Galactic Empire. Because this ship may be expected to land troops itself, it has excellent atmospheric performance for a warship of its size. For faster than light performance, the Invidious is capable of speeds up to five light years per hour. A few more modern warships of the Consortium are a bit faster although it is than most Trans-Galactic Empire designs.
As with most warships the size of the Invidious class, power is provided by anti-matter reactors. The ship can expect to operate for up to thirty years although it is normally refueled more frequently. This is backed up with extremely efficient fusion reactors. In fact, the fusion reactors are in some ways more efficient than the fusion reactor designs of the Consortium of Civilized Worlds.
Unlike the smaller “Tormentor” class Destroyer, these mega-cruisers do embark a reasonably large fighter compliment although far less than a similar sized carried might embark. What amounts of two light squadrons of transformable robot-fighters and two light squadrons of more conventional space fighters are embarked. If the fighters are not required for action in space, they may be detached to assist in landing operations. Otherwise, the transformable robot-fighters usually will escort the ship to give additional defense while the conventional space fighters perform strike roles.
Even though these ships are able to land on planets to make ground assault, in most cases it is expected that such assaults will be by assault shuttles. The Invidious class carries a total of eight “Marauder” Assault Shuttles. A few enterprising commanders have use the shuttles with the space fighters in order to make more effective strikes against enemy capital ships. There are issues however such as the shuttles not mounting any kind of protective force fields in order to reduce damage the shuttle takes.
The ship can carry a total of almost fifteen hundred troops. These troops include Kittani power armor and conventional troops, Kydian overlords and powerlords, Altara blind warrior women, Slavers, and even a small number of Metzla. There often are a small number of other miscellaneous troops including tattoo warrior types and bio-borg troops. The troop compliment is commanded by High Lords and Conservators in most cases.
This starship design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.
Author Note: The author suggests using these writeups instead of those in “Rifts: Dimension Book 13 - Fleets of the Three Galaxies.” It is designed to work with previous created designs. However, a second option is to assume that these are the forces of a specific Splugorth kingdom.
Model Type: |
KS-IMC. |
Vehicle Type: |
Heavy Cruiser / Light Battlecruiser. |
Crew: |
1,028 (Includes at least 16 High Lords). |
Troops: |
300 Kittani Troops (With Power Armors). |
|
500 Kittani Power Armor Troops. |
|
40 Kittani Starfighter / Transformable Robot-Fighters Pilots. |
|
200 Kittani “Marauder” Assault Shuttle Pilots / Crew. |
|
160 Kydian Overlords. |
|
80 Kydian Powerlords. |
|
240 Altara Blind Warrior Women. |
|
40 Splugoth Slavers. |
|
8 High Lords. |
|
8 Conservators. |
|
8 Metzla (Murex or Volute). |
|
120 Additional Troops (Optional - May include Tattoo or Bio-Wizard Troops). |
Captives: |
The ship has the ability to carry up to 8,000 humanoid sized captives in 400 cells. |
Vehicle, Robots, and Power Armors:
Power Armors & Robots:
|
40 |
Kittani K-EPA Equestrian Power Armors. |
|
80 |
Kittani K-FPA Flying Fox Power Armors. |
|
160 |
Kittani K-MPA Manling Power Armors. |
|
40 |
Kittani K-SEP Serpent Power Armors. |
|
20 |
Kittani K-TRF-M Transformable Robot-Fighters. |
|
160 |
Kittani K-Universal Light Power Armors. |
|
240 |
Kydian Overlord Power Armors. |
Fighter Compliment:
|
20 |
Kittani K-SF-M Starfighters. |
Assault Shuttles:
|
8 |
Splugorth / Kittani KS-AS-2 “Marauder” Assault Shuttles. |
Others:
|
40 |
Slaver Barges. |
M.D.C. By Location:
|
34 cm Heavy Electromagnetic Mass Drivers (2, front): |
1,600 each. |
|
32 cm Main Particle Beam Batteries (2): |
1,400 each. |
|
22 cm Secondary Particle Beam Batteries (4): |
1,200 each. |
|
16 cm Fusion Beam Cannons (6, sides): |
800 each. |
|
25 mm Point Defense Electromagnetic Rail Gun Mounts (8): |
200 each. |
|
20 mm Point Defense Ion Cannon Mounts (8) |
200 each. |
|
Cruise Missile Batteries (4, sides): |
1,200 each. |
|
Long Range Missile Batteries (6, front / sides): |
600 each. |
|
Mini Missile Launchers (8): |
160 each. |
|
Prisoner Cells (400): |
500 each. |
|
Outer Hull (40 ft/ 12.2 m Area): |
200. |
|
Inner Hull (40 ft/ 12.2 m Area): |
125. |
|
[1] Bridge: |
16,000. |
|
[1] Auxiliary Bridge: |
16,000. |
|
Hanger Bays (4): |
5,000 each. |
|
[2] Main Engines (4): |
15,000 each. |
|
[3] Main Body: |
120,000. |
|
[4] Variable Force Field: |
10,000 per side (60,000 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 mega-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% (3,000 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 Mach 1.5 (1,141.9 mph / 1,837.6 kph). Unlike most starships, the Invidious is designed specifically for atmospheric operations. Due to contra-grav propulsion, can enter and leave the atmosphere.
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 5.0 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. carries about eighteen months worth of supplies on board.
Statistical Data:
Length: 1,680.4 feet (512.19 meters).
Height: 420.2 feet (128.08 meters).
Width: 785.5 feet (239.42 meters).
Mass/Weight: 4.5 million tons (4.08 million metric tons).
Power System: Anti-Matter with a 30 year life span. The ship normally only goes 7 years between refueling and refitting. Backed up with emergency fusion plants.
Cargo: Vessel has a cargo hold which can carry up to 200,000 tons (181,400 metric tons) of cargo and also has the ability to carry up to 8,000 captives. Otherwise, the ship’s crew has small lockers for personal items and uniforms. Each high lord and officer has 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: 25 billion to construct. No ships of this design have ever been put on sale on the market. The Black Market, Consortium, or the Trans-Galactic Empire would offer huge sums of money (100 Billion+ Credits) for an undamaged completely working ship. Construction cost does not include embarked craft.
WEAPON SYSTEMS:
Two (2) 34 cm “Death Lance” Super Heavy Mass Drivers: These two mass drivers are fixed forward and the ship is in many ways built around them. Fires huge projectiles of several tons of mass through an electromagnetic mass driver although uses a small gravity drive to redirect projectile. Uses a radar system to target weapon system and is less accurate as a result (Has a -4 to strike beyond 20,000 miles / 32,200 km.) Still, this weapon can be devastating on a target when it hits. Each projectile has 250 M.D.C.
Because of the low maneuverability of the projectile, it has standard penalties to hit small targets such as fighters, power armors, and missiles. When projectile reaches maximum range, it is no longer guided but can be used effectively against unmoving targets in a similar manner to missiles (has same penalties with an addition -4 penalty.) With fixed targets such as moon bases and even planetary facilities, this weapon can be incredibly effective. The projectile is slower than light speed and cannot be used effectively when the starship is traveling at faster than the speeds of light.
Maximum Effective Range: 80,000 miles (128,750 km) in space with range of 100 miles (160.9 km) in an atmosphere (Has a -4 to strike at ranges greater than 20,000 miles / 32,2 km.)
Mega Damage: 1D6x1000 M.D.C. each (optional rule is that projectiles gets a critical on a natural 18, 19, or 20 due to its high penetration.)
Rate of Fire: Maximum of two (2) per melee.
Payload: 80 projectiles per rail gun for 160 projectiles total.
Two (2) Main 32 cm Particle Beam Batteries: In the front of the ship and sides are two 32 cm particle beam cannons. 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: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.
Mega Damage: 1D4x1000+1000 M.D.C. each (Both can be linked for 2D4x1000+1000 M.D.C. against a single target.)
Rate of Fire: Maximum of three (3) times per melee per particle beam.
Payload: Effectively Unlimited.
Four (4) Secondary 22 cm Particle Beam Batteries: These 22 cm particle beams are mounted in the forward and side areas 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: 4D6x100 M.D.C. each (8D6x100 M.D.C. for two against a single target.)
Rate of Fire: Maximum of three (3) times per melee per particle beam.
Payload: Effectively Unlimited.
Six (6) 16 cm Fusion Beam Cannons: Mounted to either side of the front of the starship are six fusion beam cannons. A more advanced development of plasma beams, they have greater output, range, and rate of fire than the plasma beams carried on older Kreeghor vessels. However, they do have shorter range than most more modern lasers and particle beams. The weapon system cannot be used to engage targets while traveling at faster than light velocities. In addition, the weapons have standard penalties to hit fighters and small targets for a capital ship scale anti-ship weapon system.
Maximum Effective Range: 10,000 miles (16,090 km) in space and 20 miles (32 km) in an atmosphere.
Mega-Damage: 3D6xl00 M.D. per fusion beam cannon blast.
Rate of Fire: Each cannon may fire up to four (4) times per melee round.
Payload: Effectively Unlimited.
Eight (8) 25 mm Point Defense Electromagnetic Rail Gun Mounts: The Kittani engineers seem to prefer electromagnetic rail gun mounts over gravity rail guns due to being lower maintenance. Otherwise, the rail guns are relatively powerful and fire a fairly heavy projectile. 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 gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. The weapon system cannot be used to engage targets while traveling at faster than light velocities. These rail guns use 25 mm projectiles.
Maximum Effective Range: 20 miles (32.2 km) through atmosphere and 1,000 miles (1,609 km) in space.
Mega-Damage: Rail gun inflicts 3D6x10 M.D.C. for an 20 round burst.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: 4,000 rounds (200 bursts) each cannon.
Eight (8) 20 mm Point Defense Ion Cannon Mounts: These cannons fire a stream of ions and are considered a reasonably powerful point defense weapon array. They are effective against both fighters and incoming missiles. Weapon mounts 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 miles (3.2 km) through atmosphere and 200 miles (320 km) in space.
Mega-Damage: 3D6x10 M.D. per cannon blast.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Effectively Unlimited.
Four (4) Cruise Missile Batteries: The ship mounts four batteries on the sides of the hull able to fire forward. Each battery has the ability to fire missile volleys up to twelve at a time. Unlike the batteries on the Berserker, these batteries can fire smaller volleys of different sizes. Missiles have a top speed of Mach 25 in an atmosphere and have an acceleration of 10% of light per turn (far faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launching starship, and missiles. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct or receives a destruct code, but have very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missiles, when unpowered, are at -25% to be detected.) Cruise missiles have penalties to hit small targets but almost always 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 (Special gravity multi-warheads available which inflict 2D4x100 per warhead or 8D4x100 for all four warheads.)
Rate of Fire: Can fire cruise missiles one at a time or in volleys of four (4), six (6), or twelve (12) cruise missiles per battery, per melee round, for a maximum of forty-eight (48) cruise missiles per melee round. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: Four hundred and eighty (480) cruise missiles total, one hundred and twenty (120) cruise missiles per launcher.
Six (6) Long Range Missile Batteries: Missiles have a top speed of Mach 20 in an atmosphere and have an acceleration of 8% of light per turn (faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launcher, and missiles. When drive goes dead, missiles 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 missiles, when unpowered, are at -25% to be detected.) Long range missiles do not have penalties to hit small targets, unlike cruise missiles, and are almost always smart missiles. Batteries can launch on multiple targets each at the same time.
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), four (4), eight (8), or sixteen (16) long range missiles per launcher, per melee attack.
Payload: 768 total, 128 long range missiles per battery.
Eight (8) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is 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. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles.
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), six (6), or twelve (12) mini-missiles per battery.
Payload: 96 per launcher for a total of 768 mini-missiles. Cargo hold has an additional 3,072 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2016, Kitsune. All rights reserved.