T.G.E. Defiler II class Heavy Cruiser:
The Kreeghor have found that the Smasher cruiser, while good in a number of ways, was simply sub-standard in others. They have watched their ships be destroyed by ships that should have been destroyed easily by the Smasher. The Kreeghor will periodically send their ships out to test designs but claim that the ships are in reality pirates. This fools few but protects the Trans-Galactic Empire from being blamed directly for incident. In these tests, the Kreeghor has lost far more Smashers than they expected for the missions that they were sent on. In order to solve this problem, the Trans-Galactic Empire shipbuilders have designed a heavier ship that hopefully would be more effective than the Smasher. They used the hull design of the older Defiler class in hopes that the CAF and others would dismiss it as an old design and it also allowed the designers to reduce some engineering. Most parties are too cautious for the looks of the ship fool them and CAF Intelligence has discovered that the ship is in reality is effectively an all new design. There are too many changes in the design for the Kreeghor to refit older Defilers without costing virtually the cost of a new heavy cruiser. For this reason, the Kreeghor will probably not refit any of the older Defilers class cruisers. Only a small amount is know about these ships from the outside but rumor (or intelligence, depending on how you look at it) indicates that the ships have a very long range missile launcher that has been dubbed Heavy Capital Missiles. Only about five of these ships have been constructed so far but the indication is that these ships may operate in conjunction with the X-Ray laser armed Berserker light attack ships. The usual tactic is to have the Heavy cruiser begin opening fire with missiles at long range while the Berserkers close. The Berserkers will then begin to open fire with normal cruise missiles. The Berserkers will then close into X-Ray laser range. Only if the Energy weaponry of the Defiler is though to be useful and not a high risk to the heavy cruiser is it suppose to engage in close combat. This ship is believed to be the most advanced ship produced by the Trans-Galactic Empire and is believed to be almost equal to CAF designs in technological level.
In physical appearance, they have tried to make the ship appear as similar as possible to the original Defiler and as such has a similar appearance to most Kreeghor ships. The ship carries more firepower than the Smasher or the older Defiler but is equipped for a different role as well. The key to all this firepower are the four heavy capital missile batteries. The biggest weakness of the system is that it has a limited payload of missiles. The ship has two powerful long range laser cannons and eight heavy laser cannons copied from the Smasher. The particle beams from a standard Kreeghor dreadnought were considered but it was decided that they had just too short ranged even though the particle beams have a much higher rate of fire. An upgraded version of the plasma cannons were considered but was rejected for more space for the ships missile magazines and the two extra laser cannons which have a much better range. Because this ship is meant for missile duels with other ships, point defense was critical. The ship carries 24 point defense mounts in all. Twelve are lasers and twelve are gravitic rail guns. Each point defense mount also has missile launchers coupled with their gun. The ship is much faster than the original Defiler and has twice the shielding and much heavier armored which greatly increases the ships survivability.
These ships have been among the first ships to receive the new Sharktooth fighters. The ship carries three squadrons of the fighters and when the ships are not being escorted by Berserkers, these ships act to protect the ship from close in combat. The ship does carry one squadron of Flying Fang Bombers for anti-ship strikes. Because the equipment is smaller than that on the original Defiler and the ship has a smaller crew it is less cramped but the ship is still far more cramped than C.A.F. ships. Senior officers have good sized quarters which takes up much of the extra space that was freed up from smaller equipment. Crews do consider the ship an improvement due to the fact that the ship has crew quarters at least.
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-II
Vehicle Type: Heavy / Command Cruiser
Crew: 350
Troops: 400 Marines and 60 Fighter Pilots
Vehicle, Robots, and Power Armors:
Power Armors:
80 | Warlord Mark I | |
40 | Warlord Mark II |
36 | ST-110 Sharktooth Light Starfighters | |
12 | FFB-120 Flying Fang Bombers (Carries 4 Cruise missiles) |
M.D.C. By Location:
Heavy Laser Cannon Lances (2, top): | 1,500 each | |
Secondary Heavy Laser Cannons (8): | 800 each | |
Heavy Capital Missile Batteries (4, front & Sides): | 1,200 each | |
Point Defense Lasers / Missile Batteries (12): | 350 each | |
GR Rail Cannons / Missile Batteries (12): | 400 each | |
Outer Hull (40 ft/ 12.2 m Area): | 150 | |
Inner Hull (40 ft/ 12.2 m Area): | 100 | |
[1] Bridge: | 12,000 | |
[1] Secondary Bridge: | 12,000 | |
Hanger Bay: | 10,000 | |
[2] Main Body: | 60,000 | |
[3] Variable Force Field: | 6,000 a side (36,000 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% (1,800
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 0.85 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 extended
atmospheric use.
Stardrive: Uses a Gravitonic Drive system that allows the ship
to reach a maximum of 5.5 light-years per hour.
Maximum Range: Effectively Unlimited by either drive system.
Carries about two years worth of supplies on board.
Statistical Data:
Length: 825 feet (251.5 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: 252 feet (76.8 meters)
Weight: 240,000 tons (217,700 metric tons) fully loaded
Power System: Anti-Matter with a 50 year life span. The ship
normally only goes 10 years between refueling and refitting.
Cargo: Small Cargo holds can carry an additional 4,500 tons.
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: 3.2 billion to construct. No ships of this design
have ever been put on sale on the market by the Kreeghor Military. Various
intelligence groups of other governments would offer huge sums of money
to purchase one of these ships.
WEAPON SYSTEMS:
- Two (2) 30 cm Heavy Laser Cannon Lances: Cannons are identical
to the main cannon of the Smasher but the ship carries two cannons in place
of the one on the Smasher and have heavier armor around them. The cannons
mounts 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: 100,000 miles (161,000 km) in space. and 100 miles (161 km) in an atmosphere.
Mega Damage: 1D6x1000 M.D.C. each and can be combined for a total of 2D6x1000.
Rate of Fire: Maximum of once per melee per cannon.
Payload: Effectively Unlimited. - Eight (8) 12 cm Heavy Laser Cannons: These weapons are scattered
around the ship and are the ship’s secondary energy weaponry. The weapon
systems, like the primary laser cannons, are designed for anti-capital
ship and anti-installation. They have the standard penalties for capital
scale weaponry to strike small targets such as fighters and other such
small targets. Each laser in mounted in a turret that has a 360 degree
rotation and a 90 degree arc of fire. Up to two cannons may be combined
as one volley or all weapons may be targeted individually. The weapon system
cannot be used to engage targets while traveling at faster than light velocities.
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 two cannons)
Rate of Fire: Two per cannon per melee or can fire in double blasts.
Payload: Effectively Unlimited - Four (4) Heavy Capital Missiles Batteries: These launchers
are in may ways are the heart of the Defiler II. Each battery can only
launch up to 4 heavy capital missiles at one time but these missiles are
much larger missiles than the cruise missile launchers on most ships in
Phase World and actually contain a full four cruise missiles each. The
Heavy Capital Missiles have penalties to hit small targets but are considered
smart missiles. Each missile is considered to have 500 M.D.C. and are almost
as large as a small starfighter. Because of this, the missiles cannot be
carried on true starfighters. Missiles has a top speed of Mach 30 in an
atmosphere and in space has an acceleration of 12% of light per turn (far
faster than any starship.) When drive goes dead, the missiles will still
travel in a straight line unless preset to self destruct or receives a destruct code but has
very low odds of hitting star ships (Great for hitting bases and planets
because target does not move and torpedoes when dead is at -25% to be detected.).
Missiles actually carry 4 cruise missile in each that can separate anywhere
along their range from the full range of a cruise missile away from their
target to just before they strike their target or even staying intact until
they strike the target. Missile from each battery may be aimed at the same
target or may be aimed at separate targets. See modified starship rules
for more details.
Maximum Effective Range: Heavy Capital Missile Portion: Powered missile range is 16,000 miles (25,750 km) in an atmosphere and 8,000,000 miles (12,874,752 km/ 43 light seconds) in space. Cruise Missile Portion: After separation, the 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: Missile carries 4 cruise missile warheads (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Volleys of 4 per battery, per melee round, for a maximum of 16 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 80 total, 5 missiles per launcher and 20 per battery (Includes reloads). - Twelve (12) 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. 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 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 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 32 mini-missiles at each launcher (384 total, can carry potentially several times more in storage holds). - Twelve (12) 22 mm GR Rail Gun/Mini Missile Batteries: Each
turret can rotate 360 and has a 180 arc of fire. 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. 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. 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: GR Cannon has 8000 rounds/ 200 Bursts each, has 32 mini-missiles at each launcher (384 total, can carry potentially several times more in storage holds.)
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