Splugorth / Kittani “Tormentor” class Destroyer:


Even though considered a relatively minor power in the Three Galaxies, controlling less than one hundred worlds, the Splugorth are considered an extremely dangerous threat. Often they will raid planets for captives, especially those on the fringes. They have also fought several wars against the United Worlds Warlock and are deadly enemies with the Kreeghor.


The designs of their starships use mostly Kittani technology. With regard to this technology, the Kittani are on par with the major powers of the Three Galaxies although less advanced than them in some aspects while more advanced in others. Their ships are respected but are not feared by the major powers within the Three Galaxies. With regard to sensor systems, they are normally compared more with the Trans-Galactic Empire than the Consortium of Civilized Worlds.


Unlike the warships of many militaries within the Three Galaxies, many of the warships are dual purpose. In addition to serving as warships, they also performing raiding duties in order to capture potential slaves. The major issue with this is that their warships often larger than the equivalent vessels operated by the Consortium.


Unlike many classes, it is not expected that the “Tormentor” class act as a slave ship in addition to being a warship. It does however have some facilities for captives. Even so, it is relatively large for its role, being almost twice as massive as the Kreeghor Berserker class attack vessel and masses almost as much as the Consortium Long Bow class patrol vessel.


The closest equivalent of the “Tormentor” class destroyer is the Trans-Galactic Empire Berserker class and their weaponry is similar in many respects. They both operated as escorts for larger vessels and independent deployments. Often on independent operations, they act in the scouting role.


There has been some debate in military circles if the “Tormentor” class was developed from the Berserker although the consensus seems to be that it was not. Of note is that there are only a small fraction of “Tormentor” class destroyers in service as there are Berserkers in service. There might even be more retired older model Berserkers in independent hands than there are total “Tormentors” is service with the Splugorth.


With regard to weaponry, the Kittani have developed a powerful 16 cm fusion beam cannon mount. It has longer range than the old Plasma cannons of the old Kreeghor vessels while having an incredible rate of fire. If a ship gets in range of this weapon system, it can be devastating. Luckily, it has shorter range than modern particle beams and lasers. In addition, the fusion cannons have massive power requirements, limiting the number which can be mounted.


On each side of the ship is a capital missile battery. Unlike the capital missile batteries of the Berserker, each battery can fire twelve missiles at a time. As one might expect, the two batteries usually lock onto a single target to overwhelm their point defense. They have a special multi-warhead gravity missile which they often use but otherwise their capital missiles are similar to those of other powers.


With respect to point defense, the point defense batteries are considered good but not outstanding. There are four mini-missile batteries, four 20 mm ion cannons, and four 25 mm electromagnetic rail guns. The electromagnetic rail guns are considered easier to maintain than gravity rail guns. Firing a comparatively heavy projectile, the rail guns are also considered especially effective against targets which are impervious to energy.


In common with most of the major powers within the Three Galaxies, these vessels use a contra-grav propulsion system. The normal space acceleration of the “Tormentor” is slightly less than that of a modern Berserker class attack vessel. In comparison to the Kreeghor Berserker, these ships are streamlined for atmospheric operations. With respect to faster than light travel, the ship has the ability to travel at up to five light years per hour, slightly greater than that of the Berserker. There might have been a few experiments with warships using rifts jump drives but the vast majority of the ships use contra-grav propulsion.


Power is provided by an anti-matter reactor which is designed for a maximum operational duration of thirty years although in most cases is refueled more frequently. As with most warships, the anti-matter reactor is backed up with fusion plants. Prior to operating in the Three Galaxies, the Kittani had not operated anti-matter systems although they had experimented with them prior to their battles with the Mechanoids. Their fusion plants are actually nominally more efficient than those operated by the Consortium as a result.


As they are more massive than the Berserker, the “Tormentor” can withstand greater damage than the Kreeghor vessel. As with most warships, the destroyer is protected by a variable force field as well although the force field is not any more powerful than that mounted on the much smaller Berserker.


With regards to enchantments, in comparison to United Worlds Warlock vessels, these vessels might be best to be considered mostly conventional with regard to their design with a few minor enchantments. These include a number of enchanted sensors. These include the ability to see auras, see the invisible, sense magic, and to be able to sense rifts.


More spectacular is the mystical warding which makes them seem slightly off target by most sensor systems. While it can be compensated for, this will often throw off initial targeting of the vessel. A common tactic against these ships is to fire an initial partial volley of missiles and use the revised targeting data for follow up volleys. In addition, while fleet officers of major navies know these tactics, the officers of smaller navies may not.


These ships are operated by a relatively larger crew. The core of the crew is Kittani although they are almost always overseen by a pair of High Lords. Kydians also make up a relatively larger percentage of the crew. Otherwise, there is usually a handful of other beings making up the crew. Contrary to some suggestions, slaves do not make up a significant percentage of the crew.


There are no embarked fighters but these ships do have a small marine compliment. This is usually a similar mix to the crew with mostly being Kittani and Kydians. The leader of the marine compliment is usually a Conservator although may also be a High Lord. Half of the Kittani are usually fitted with K-Universal light power armors. Due to space concerns, these ships do not embark any larger power armors. If not being used for raids, these marines normally operate as ship security and to make sure any captives do not get out of control.


For captives, these ships are fitted with ten cells which can each fit twenty humanoid captives in cramped conditions. These ships are only expected to take captives if there is an easy target of opportunity. In addition, it is expected that any captives will be quickly offloaded onto larger vessels. Otherwise, captives likely will not remain in a useful condition if carried for any length of time. Deaths are common as well among captives due to primitive conditions.


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-TD.

Vehicle Type: Destroyer / Missile Ship.

Crew:           145 (Includes at least 2 High Lords).

Troops:        100 Marines [Includes at least 1 Conservator (or High Lord)].

Captives:     The ship has the ability to carry up to 200 humanoid sized captives in 10 cells.


Vehicle, Robots, and Power Armors:

Power Armors & Robots:

 

30

Kittani K-Universal Light Power Armors.


M.D.C. By Location:

 

16 cm Fusion Beam Cannons (2, front):

800 each.

 

25 mm Point Defense Electromagnetic Rail Gun Mounts (4):

200 each.

 

20 mm Point Defense Ion Cannon Mounts (4)

200 each.

 

Cruise Missile Batteries (2, sides):

1,200 each.

 

Mini Missile Launchers (4):

160 each.

 

Prisoner Cells (10):

500 each.

 

[1] Main Engines (2):

1,250 each.

 

[2] Bridge:

2,250.

 

[3] Main Body:

5,250.

 

[4] Variable Force Field:

1,000 per side (6,000 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 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% (300 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 0.85 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 2.5 (1,903 mph / 3,060 kph). Unlike most starships, the Tormentor 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 one year worth of supplies on board.


Statistical Data:

Length:                480 feet (146.30 meters).

Height:                68 feet (20.73 meters).

Width:                 285 feet (86.87 meters).

Mass/Weight:      13,200 tons (11,974.8 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 800 tons (725 metric tons) of cargo and also has the ability to carry up to 200 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: Not for generally for sale and would likely cost 800 million if available (Not usually available.) Cost to built is around 400 million credits. Cost does not include embarked power armors.


WEAPON SYSTEMS:

  1. Two (2) 16 cm Fusion Beam Cannons: Mounted to either side of the front of the starship are two 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.

  2. Four (4) 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.

  3. Four (4) 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.

  4. Two (2) Cruise Missile Batteries: The ship mounts two 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 twenty-four (24) cruise missiles per melee round. Launchers are reloaded on the same melee and can be fired again on the next.

    Payload: One hundred and twenty (120) cruise missiles total, sixty (60) cruise missiles per launcher.

  5. Four (4) 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 384 mini-missiles. Cargo hold has an additional 1,536 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.

  6. Mystical “Displacement” Warding: These ships have a special mystical warding which makes the ship appear to be slightly off target. Initial volleys are at -3 to strike against the ship although bonuses to strike do apply. Most enemy ships will disburse their initial attacks as a result. After the initial volley, a Read Sensory Instrument skill roll is required in order to compensate for the displacement. Each ship is slightly different in their warding so a new roll is required each time a new ship is engaged.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2016, Kitsune. All rights reserved.



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