T.G.E. Death Fortress class System Defense Platform:


While the Trans-Galactic Empire also operates smaller System Defense Platforms, most people will think of this design when they are asked about the empire’s system defense platforms. Interestingly, they are not even the most common platforms within Kreeghor space thought they are the most feared.


The fear of these platforms is not limited to the external enemies of the Kreeghor. This is because these platforms serve a dual function. The platforms do not just protect the planet which they are in orbit around but also are a threat to the planet which they are in orbit around. The threat of the platforms smashing planets down to bedrock is to keep populations under the thumb of the Kreeghor.


There are many similarities between these platforms and the Trans-Galactic Empire’s Doombringer class dreadnought. It can be argued that the capital ship is a fully mobile version of the system defense fortress. As far as development, the Death Fortress actually predates the Doombringer


These platforms are designed to be able to fight large numbers of starships however their relative lack of mobility is considered a weakness in battle. It is not so much vulnerable to fire from beyond normal missile range but cannot use maneuverability to keep from being overwhelmed.


It is actually believed that there are only a couple of dozen of these platforms in existence in total with four of them in the Kreeghor home system. Otherwise, only major administrative centers and shipyards are protected by these defense platforms. Other than the capital of the Trans-Galactic Empire, no other system are protected by these platforms. Still, in some cases these platforms are backed up with smaller system defense platforms. In reality however, most systems in Kreeghor space do not have any form of defense platforms.


These platforms always have a different commander than the other military forces in the system. In fact, each system defense platform in the Kreeghor home system is a separate command with the commanders having orders to fire on any other platform if it goes rogue. In almost all cases, there platforms have a Royal Kreeghor in command of them.


There are few cases of these platforms being actually engaged. In fact, the only enemy known to have engaged these platforms was the R.E.F. when they took the system that contained Scarlet's World and Tarin. Whatever tactics the R.E.F. used are secret although the platform was completely obliterated with light damage to the R.E.F. vessels only. So far the Free Worlds Council has shied away from attacking these huge platforms although it is believed that they have developed various tactics in which to engage them. During the brief war between the Consortium and Trans-Galactic Empire, the Consortium forces never penetrated far enough into Kreeghor held territory to have engaged these platforms.


In appearance, the Death Fortress platform has much in common with other Kreeghor starship designs. The platform is however designed for all around fire and is a more or less round design. It only has minimal propulsion, only enough to dodge incoming missiles and change position as required. Slightly larger than a Kreeghor Dreadnought, the Death Fortress has as powerful shields as a standard Doombringer and has even heavier armor. Still, the mobility of the Doombringer is considered to give it many advantages. Still, the system defense forces are far less expensive to construct than Doombringers due to them not having anything like the propulsion of a warship and no faster than light drive systems.


The main weapon layout of the platform is quite similar to the Doombringer although a greater number of weapons are carried in some cases. The platform has two huge horn laser cannons which make up the central spine of the fortress and fire from what is considered the forward portion of the platform and are for the most part fixed forward although they can rotate a few degrees to track targets. The main battery is backed by eight more large anti ship lasers which while smaller than the main battery, they are still capable of destroying most enemies in just a few shots. These weapons are also carried on the Kreeghor dreadnought although there are only six of them carried on the Doombringer. Only battleship sized vessels and larger can withstand a pounding from these weapons for any length of time. In addition, the platform also carries eight heavy particle beams which are shorter ranged and less powerful. These weapons have a much higher rate of fire than the heavy lasers and are designed to engage attacking destroyers and frigates. These weapons are also carried on the Kreeghor dreadnought design.


For point defense, the Death Fortress carries both combination laser and mini-missile and combination rail gun and mini-missile launchers in large numbers. In comparison to the Doombringer class dreadnought, the platform mounts a greater number of point defense weapons with thirty of each type of point defense mount is carried on the system platform.


As far as capital missile batteries, the Death Fortress carries twice as many batteries than the Doombringer with a far greater payload as well. Only capital ships generally have the point defense to deal with missile volleys fired from the platform. Even so, a Protector class battleship has a much more powerful capital missile battery than the platform.


It is quite likely that these platforms will be upgraded when the resources before available. These include replacing the particle beams with heavy anti-ship rail guns like are carried on the Eradicator class Battlecruiser and replacing the heavy capital missile launchers replacing the normal capital missile launchers. The replacement launchers have three times the powered range of the original missile batteries.


Even with all of the platform’s weapon system, the main firepower of the Death Fortress is the fighter squadrons. The Death Fortress carries a total of twelve hundred fighters which is even greater than the Doombringer class dreadnought. Most of the embarked fighters are standard Flying Fang fighters although each platform carries about one third being the bomber variant of the Flying Fang. These platforms are a comparative low priority for new fighters with it likely that it will be several years before the new Sharktooth light fighters will be assigned to the platforms. These new fighters are mostly assigned to first line starships.


One of the items that clearly shows that these platforms are designed to control planets is that these platforms have eight Rain of Death troop transports assigned to them. Human Alliance and Consortium defense fortresses do not have troop transports embarked aboard them. Considerable numbers of marines and power armor are embarked both for pacification and internal defense. Even so, the platforms are far more likely to bombard the surface of a planet instead of assaulting the planet.


The System Defense Platform design modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.


Model Type:       TIV-DF-SDP-1.

Vehicle Type:     System Defense Platform.

Crew:                  3,000.

Troops:               10,000 Marines and 2,000 Fighter Pilots.


Vehicle, Robots, and Power Armors:

Power Armors:

 

3,500

IPI-WI-K Warlord Mark I Combat Suits.

 

1,500

IPI-WI-H Warlord Mark II Combat Suits.

Fighter Compliment:

 

800

FF-100 Standard Flying Fangs Fighters.

 

400

FFB-120 Flying Fang Bombers (Carries 4 Cruise missiles).

Transports:

 

8

TIV-TT1 Rain of Death Troop Transports.


M.D.C. By Location:

 

144 cm Horn Laser Cannons (2):

6,000 each.

 

25 cm Secondary Laser Cannons (8):

2,000 each.

 

Heavy Particle Beam Cannons (8):

1,200 each.

 

Cruise Missile Batteries (8):

900 each.

 

Point Defense Laser/Missile Batteries (30):

350 each.

 

GR Cannons/Missile Batteries (30):

400 each.

 

Outer Hull (40 ft/ 12.2 m Area):

250.

 

Inner Hull (40 ft/ 12.2 m Area):

125.

 

[1] Bridge:

120,000.

 

[1] Secondary Bridge:

120,000.

 

Hanger Bay:

120,000.

 

[2] Main Body:

500,000.

 

[3] Variable Force Field:

15,000 a side (90,000 total).


Notes:

[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the platform’s armor. This platform also has an auxiliary bridge. Even if both bridges are taken out, the platform can still be controlled from engineering but all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the platform’s integrity can injure crew members on or near the bridge.

[2] Depleting the M.D.C. of the main body will put the System Defense Platform out of commission. All internal systems will shut down, including life support and internal gravity. The platform itself will be an unsalvageable floating wreck.

[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (4,500 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 due to having military class radiation and particle shielding however almost never travels at that velocity. Orbital fortress can accelerate/decelerate at the rate of 0.05 percent of light per melee.

Can also spin rapidly so it can bring all weapon mounts to bear in all directions necessary.

Atmospheric Propulsion: Not possible. The space platform would likely come apart in an atmosphere and are only operated in space.

Stardrive: The ship / platform carries no stardrive.

Maximum Range: Effectively Unlimited by drive system. Carries about four years worth of supplies on board.


Statistical Data:

Length:                10,500 feet (3,200 meters).

Height:                2,000 feet (610 meters).

Width:                 6,500 feet (1,980 meters).

Mass/Weight:      180 million tons (163 million metric tons) fully loaded.

Power System: Anti-Matter with a 50 year life span. The platform normally only goes 10 years between refueling and refitting. Backed up with emergency fusion plants.

Cargo: Cargo holds are scattered about the platform that allows for carrying up to 60 million tons (54.4 million 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. Platform’s officers have more space for personal items. Most of the platform’s spaces are taken up by extra ammunition, embarked craft, armor, troops, weapons, engine, and other equipment.

Market Cost: 35 billion to construct. These platforms have never been offered for sale on the market by the Kreeghor Military. Because they need to be disassembled for transport, it is unlikely any will ever be offered for sale.


WEAPON SYSTEMS:

  1. Two (2) 144 cm Horn Cannons: These cannons identical to the horn cannons on a standard Kreeghor Dreadnought and are primarily fixed forward. The cannons only have a small rotational ability but are capable of crippling a cruiser easily or inflicting severe damage against a battleship. 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 large weapon system.

    Maximum Effective Range: 120,000 miles (192,000) in space and 120 miles (192,000 km) in atmosphere.

    Mega-Damage: 4D4x1,000 M.D. each (8D4x1,000 for both).

    Rate of Fire: Each one can be fired once every other melee round.

    Payload: Effectively Unlimited.

  2. Eight (8) 25 cm Secondary Laser Cannons: Identical weapon system as on a standard Kreeghor dreadnought but eight cannons are carried instead of six on the dreadnought. Up to two cannons can be combined into one attack and three Batteries. Can easily destroy a frigate or destroyer in one shot. The barrels can be fired either forward and can be rotated 60 degrees horizontally or vertically. 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 large weapon system.

    Maximum Effective Range: 100,000 miles (160,000 km) in space and 100 miles (160 km) in atmosphere.

    Mega-Damage: 1D4x1,000 M.D. each (2D4x1,000 for two cannons).

    Rate of Fire: Each one can be fired once every melee round.

    Payload: Effectively Unlimited.

  3. Eight (8) 10 cm Heavy Particle Beam Cannons: Like the laser batteries, they are identical to the particle beam cannons on a standard Dreadnought. These cannons cannot be linked and are used against large targets similarly to the targets fired at with the heavy laser batteries. Weapon has standard penalties to hit fighters and small targets for a large weapon system.

    Maximum Effective Range: 4,000 miles (6,400 km) in space and 4 miles (6.4 km) in an atmosphere.

    Mega-Damage: 2D4x100 M.D. each.

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

    Payload: Effectively Unlimited.

  4. Eight (8) Cruise Missile Batteries: The platform carries eight launchers to launch cruise missiles with platform having has six forward firing batteries and two rear firing batteries. Missiles have 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.) 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 starships (Great for hitting bases and planets because the 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 launch on multiple targets each.

    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: Fires volleys of ten (10) cruise missiles per launcher, per melee round, for a total of eighty (80) cruise missiles per melee round. Launchers are reloaded on the same melee and can be fired again on the next.

    Payload: 640 total, 80 cruise missiles per launcher

  5. Thirty (30) Point Defense Lasers/Mini Missile Batteries: Weapons are mounted around the ship for point defense. Missiles have 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. Mini-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. 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 3D4x10 M.D. per blast. Mini-Missiles damage 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 thirty-two (32) mini-missiles at each launcher (960 total, can carry potentially several times more in storage holds).

  6. Thirty (30) 22 mm GR Rail Gun/Mini Missile Batteries: Weapons are mounted around the ship for point defense. The rail gun fires projectiles at incredible velocities compared to rail guns on Rifts Earth and projectiles are fired from the 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) in space. Mini-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. Gravity rail guns have a range of 4 miles (6.4 km) in an atmosphere and 200 miles (362 km) in space.

    Mega-Damage: GR-Cannon inflicts 3D6x10 M.D. for a 40 round burst. Mini-Missiles damage varies 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: GR Cannon has 8,000 rounds/ 200 Bursts each, has thirty-two (32) mini-missiles at each launcher (960 total, can carry potentially several times more in storage holds).

Other Systems:



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Writeup by Kitsune (E-Mail Kitsune).


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