T.G.E. Defiler class Heavy Cruiser:
Prior to the construction of the Smasher class Cruiser and the Kreeghor Dreadnought, the Defiler class Heavy Cruiser did the jobs of both of the classes. When the two newer ship classes entered service, the Defiler were removed from service and in many cases were scrapped. As a result, only a few Defilers remained. The Kreeghor lost a large number of Smasher class cruisers in wars against the Free Worlds Council and the REF units in Phase World. To replace some of the losses, the Kreeghor decided to put the remaining ships back into service. Unfortunately for the Trans-Galactic Empire, about one quarter the estimated number of Cruisers had disappeared. It was found that several administrators had sold ships to the Free Worlds Council, to Mercenary Companies, and to independent persons as well. Heads rolled, and in the Kreeghor Empire, this means literally. This does not solve the problem is that now the Kreeghor forces are now far under-strength when compared to the goals of the Empire. Virtually all available mothball ships were reactivated to strengthen their fleets. These ships can also sometimes be found in Free Worlds Council and small independent fleets.
The T.G.E. appears to be working on the construction of a new starship class that is based on the Defiler class. Several Governments are very nervous about the new ship.
The ship has a physical appearance similar to most Kreeghor ships although the ship is a fair amount larger than a Smasher class Cruiser. The Defiler has more firepower than a Smasher but is larger, requires a much larger crew, slower, has only equal shields, and carriers the same number of fighters as the Smasher as well. The ship carries four cruise missile launchers which gives the ship double the missile throw weight which makes the ship very dangerous. For energy weapons, the main weapon are two heavy laser cannons. The ship’s secondary weaponry is divided into two different types. The ship has six particle beam cannons for long range use. Like the laser cannon, they have a limited rate of fire. To support this, the ship also has eight plasma cannons. These are a very close weapons but take up little space and inflict a large amount of damage. For point defense weaponry, the ship has eight combination point defense laser and mini-missile launcher turrets combination point defense laser and mini-missile launchers and eight combination rail gun laser and mini-missile launcher turrets.
These ships are incredibly cramped with the vast majority of the ship being used for weaponry, engines, and other equipment. This is further increased by the carrying of fighters. As a result, only the officers have quarters and the crew sleeps in cubbyholes around the ship.
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: TIV-DC
Vehicle Type: Heavy / Command Cruiser
Crew: 650
Troops: 400 Marines and 45 Fighter Pilots
Vehicle, Robots, and Power Armors:
Power Armors:
80 | Warlord Mark I | |
40 | Warlord Mark II |
24 | FF-100 Standard Flying Fangs | |
12 | FFB-120 Flying Fang Bombers (Carries 4 Cruise missiles) |
M.D.C. By Location:
Heavy Laser Cannon Lances (2, Top): | 1,000 each | |
Secondary Particle Beam (6): | 600 each | |
Horn Plasma Cannons (8): | 350 each | |
Cruise Missile Batteries (4, Front & Sides): | 800 each | |
Point Defense Lasers / Missile Batteries (8): | 200 each | |
Rail Cannons / Missile Batteries (8): | 250 each | |
Outer Hull (40 ft/ 12.2 m Area): | 125 | |
Inner Hull (40 ft/ 12.2 m Area): | 85 | |
[1] Bridge: | 8,000 | |
[1] Secondary Bridge: | 8,000 | |
Hanger Bay: | 5,000 | |
[2] Main Body: | 35,000 | |
[3] Variable Force Field: | 3,000 a side (18,000 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] Depleting the M.D.C. of the main body will put the 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.
[3] 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.
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. The cruiser can accelerate/decelerate
at the rate of 0.6 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 200 mph (322 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 years worth of supplies on board.
Statistical Data:
Length: 820 feet (249.9 meters)
Height: 310 feet (94.5 meters) from the laser cannons lances
to the bottom of the ship or 255 feet (77.2 meters) main body only.
Width: 240 feet (73.2 meters)
Weight: 210,000 tons (190,500 metric tons) fully loaded
Power System: Anti-Matter with a 30 year life span. The ship
normally only goes 6 years between refueling and refitting.
Cargo: Small Cargo holds an additional 2,000 tons. If ammo was
taken out, amount of cargo ship is able to carry would increase greatly.
If ammo was taken out, amount of cargo ship is able to carry would increase
greatly. 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 take up by extra ammunition, armor, troops, weapons,
engine, and other equipment.
Market Cost: Ship would cost about 2.8 Billion credits to manufacture
in present time in the Three Galaxies. Ships are no longer being produced.
These ships normally sell for 4 to 5 billion credits when available on
the black market.
WEAPON SYSTEMS:
- Two (2) 25 cm Heavy Laser Cannon Lances: Cannons are located
on the top front of the starship and are used as anti-capital ship weapons
and can take out frigates in one shot and can do large amounts of damage
to bases or larger starships. The Laser cannons can be combined together
or each one used separately. 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. The barrels
can be fired either forward and can be rotated 60 degrees horizontally
or vertically.
Maximum Effective Range: 80,000 miles (128,700 km) in space. and 80 miles (128.7 km) in an atmosphere.
Mega Damage: 1D4x1000 M.D.C. each and can be combined for a total of 2D4x1000.
Rate of Fire: Maximum of once per melee per cannon.
Payload: Effectively Unlimited. - Six (6) Support Particle Beam Cannons: Powerful weapons but
have a limited rate of fire. The cannons are spread around the ship’s hull.
These support the main laser cannons. Up to two cannons may be combined
on a 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 large weapon system.
Maximum Effective Range: 10,000 miles (16,000 km) in space and 20 miles (32 km) in an atmosphere.
Mega-Damage: 2D4x100 M.D. each (up to two may be combined for 4D4x100)
Rate of Fire: Maximum of once per melee per cannon.
Payload: Effectively Unlimited - Eight (8) Heavy Plasma Cannons: The ship has eight plasma
cannons. They are powerful but are very short ranged, most useful in close
in strafing runs against much larger ships and stations. Weapon system
can engage up to eight different targets or up to four can be combined.
Weapon has standard penalties to hit fighters and small targets for large
starship weaponry. The weapon system cannot be used to engage targets while
traveling at faster than light velocities. The plasma quickly breaks down when the weapon
is used in an atmosphere
Maximum Effective Range: 1,250 miles (2,012 km) in space and 12,000 feet (3,660 meters) in an atmosphere.
Mega-Damage: 1D4x100 M.D. each (up to four may be combined for 4D4x100)
Rate of Fire: Two per cannon per melee.
Payload: Effectively Unlimited - Four (4) 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. 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 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 10 per launcher, per melee round, for a total of 40 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 160 total, 40 cruise missiles per launcher - Eight (8) 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 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 (192 total, can carry potentially several times more in storage holds). - Eight (8) 20 mm Electromagnetic Rail Gun/Mini Missile Batteries:
Unlike most of the rail guns used on Phase World / Three Galaxies 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 6000 rounds/ 200 Bursts each, has 24 mini-missiles at each launcher (192 total, can carry potentially several times more in storage holds.)
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