Q-Ship (Trans-Galactic Empire Design / Destroyer Size Class):

Q-Ships are merchant vessel designs which are converted to Warships while keeping the appearance of a relatively innocent merchant ship. These ships are relatively to construct. There are many different groups which build Q-Ships, with some just regular merchant ships with just a few added weapon systems while others are virtually completely rebuild or are new construction. Sizes of these ships vary as well with some being tiny, only around the size of corvettes, while others are much larger and are around the size of a heavy cruiser. The most common size of a Q-Ship is around the size of a large destroyer which coincides with the size of a standard merchant hull sometimes also called "Tramp Freighters."

It is thought that few, if any, Q-Ships are operated by the Consortium Navy itself although numbers are operated by independent defense forces within Consortium Space. The Trans-Galactic Empire is the complete opposite. While they claim to not operate any Q-Ships or provide them to other powers, they actually operate a large number of Q-Ships and also are one of the chief sources for Q-Ships found around the Three Galaxies. Suspect numbers vary, some sources give as few as a hundred while others put the number of Q-Ships operated by the Trans-Galactic Empire as high as a thousand. Most sources give numbers around three to four hundred. The number of Q-Ships operated by independent groups is more tentative but there are suspected to be at least around one hundred of these ships operated independently. Recently, the Trans-Galactic Empire has been trying to promote that the Q-Ships are actually being operated by the Free Worlds Council although few believe the Empire's claims.

The class listed here belongs to the most common basic class of Q-Ship. It is a bit larger than most destroyers and is much larger than the Trans-Galactic Empire's "Berserker" attack ship. The basic hull is based on that of a standard merchant hull but is built using hardware commonly carried on the previously mentioned 'Berserker" class attack ship although a larger payload is carried. The design is not a ship with a few additional weapon systems but instead is assumed to either be a fully reconstructed vessel or one which has been built from the keel out as a new vessel. Normally, ship which are built from the keel out have additional internal armor and compartmentalization. As a result, the new construction ships are tougher and are able to withstand additional damage. All full Q-Ships normally have the bridge armored to withstand additional damage from hits on the bridge. Some Trans-Galactic Empire officers actually prefer Q-Ships, with their weaknesses, over Berserker class due to having better armor and carrying additional ordnance.

Most merchant vessels do carry some weaponry to deal with pirates and others who may wish to seize their cargo. Standard for the typical merchant hull is four light laser batteries and four medium range missile batteries. These are retained on the Q-Ship design although payload is increased for the missile launchers. This gives the ship an ability to defend itself at longer ranges compared to the Berserker and is other reason why some Trans-Galactic Officers prefer it over the Berserker. Still, the true firepower of the Q-Ship is mounted in concealed weapon systems which take up most of the cargo space in the vessel. The concealed weapons on some designs are hidden under plates which can be jettisoned while other designs use powered hatches which open to fire weaponry. A common tactic is to allow an enemy ship to get close and then suddenly fire all weapons while the other ship still thinks that they are a standard merchant vessel. As might be expected, the Q-Ship carries both powerful energy weapon mounts and missile systems. Two cruise missile batteries are carried which are identical to those carried on the Berserker class attack ship and the ship can fire volleys of up to twenty missiles at a time. Payload on cruise missiles is also identical to that of the Berserker with a total of one hundred missiles. Beam weaponry are two heavy laser cannons internally the same system as the Horn Cannons carried on the Berserker although mounted in concealed mountings. To compliment the four light lasers, the Q-Ship carries eight mounts which combine a point defense gravity rail gun and a mini-missile launcher. Like the ships heavier weaponry, these mounts are concealed and retracted when not in use.

While the ship’s propulsion systems, both normal space drives and faster than light drive, are standard for a merchant design, most other ship systems have been upgraded. While the engines are a bit slow, they were retained for economy reasons. The standard merchant shields are replaced by full variable shields like those carried on the Berserker class warship and the design carries military radiation and particle shields. The ship also carries the sensors of a Berserker class vessel instead of standard merchant type sensors. To hide all of the internal systems and special equipment, the ship is protected from internal scans by a stealth system that gives false readings like those reading you would get from a normal merchantman.

For fighter support, the ship has a small concealed hanger to carry a half squadron or six medium fighters. Most common fighter carried is the Flying Fang but some Q-Ships which are operated independently may carry other classes of fighters. Nine light fighters can be squeezed into the hanger instead of six medium fighters. The space is where normally the main cargo hatch is. In addition to carrying the fighters, the ship can also carry up to sixty small to medium power armors. Usually a combination of Warlord Mark I and Warlord Mark II power armors are carried although again some independent parties may substitute others light and medium power armor designs.

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: KMR-80Q
Vehicle Type: Q-Ship (Built on a Merchantman type hull)
Crew: 105 (26 Officers and 79 enlisted)
Troops: 120 Marines, 12 fighter pilots

Power Armors:

40IPA-WI-K Warlord Mark I Combat Suit
20IPA-WI-H Warlord Mark II Combat Suit
Fighter Compliment:
6FF-100 Standard Flying Fangs or FFB-120 Flying Fang Bombers (Carries 4 Cruise missiles)

M.D.C. By Location:Rebuilt Vessel:New Construction:
Concealed 12 cm Heavy Laser Cannons (2):600 each700 each
Laser Batteries (4):500 each500 each
Concealed GR Cannons/Missile Batteries (8):300 each400 each
Concealed Cruise Missile Batteries (2):800 each1,000 each
Medium Range Missile Batteries (4):300 each400 each
Concealed Fighter Hanger Doors (2):500 each600 each
[1] Contra-Grav Engines (2):2,000 each2,500 each
[2] Bridge:1,2001,800
[3] Main Body:5,0005,500
[4] Variable Force Field:1,000 side (6,000 total)1,000 side (6,000 total)

[1] Destroying the main engines means that the ship’s faster than light 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 Q-Ship 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

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 0.7 percent of light per melee. Ship has had the merchant radiation and particle shields replaced with military ones.
Atmospheric Propulsion: Maximum speed is 300 mph ( 482 kph), can enter an atmosphere because flight system is using contra grav.
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 three years worth of supplies on board.

Statistical Data:
Length: 600 feet (182.9 meters)
Height: 70 feet (21.3 meters)
Width: 90 feet (27.4 meters)
Mass/ Weight: 13,500 tons (12,250 metric tons)
Power System: Fusion with a 20 year life span. The ship normally only goes 5 years between refueling and refitting.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 1,500 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. 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: 280 million credits for a rebuilt ship and 320 million credits for a new built vessel.


  1. Two (2) 12 cm Concealed Heavy Laser Cannons: Q-Ships primary energy weapon system and internally identical to the weapons carried on the Berserker class light attack vessel. Mounted in the nose of the star ship in concealed mounts. Weapon system designed for anti-capital ship and anti-installation. Weapon system can engage two different targets or can be combined to strike one target. Weapon has standard penalties to hit fighters and small targets for a large weapon system. 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 both cannons)
    Rate of Fire: Two per cannon per melee or two double blasts
    Payload: Effectively Unlimited
  2. Four (4) Laser Batteries: Weapon system is part of the original design and are used as an anti-missile, anti-power armor, and anti-star fighter. Weapons system has no penalties to hit fighters and small targets and can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee). The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 200 miles (322 km) in space and 4 miles (6.4 km) in an atmosphere.
    Mega Damage: 3D6x10 M.D.C. each.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  3. Two (2) Cruise Missile Launchers: Uses engines to conceal the anti-matter or fusions warheads and all batteries fire forward. The ship carries two launchers to launch cruise missile. Weapon is the heaviest weapon on the ship. Because the apparent weapon speed is so slow, missile speed has been modified and increased. Missiles are launched by special launchers. 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.) 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 starships (Great for hitting bases and planets because target does not move and missile when dead 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 20 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 100 total, 50 cruise missiles per launcher
  4. Four (4) Medium Range Missile Batteries: A slightly modified version of the medium range missile batteries carried on a normal Merchantman. They have a much larger payload than the launchers originally carried. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Normally used for anti-fighter and point defense. Batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
    Mega-Damage: Varies with medium range missile type (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) missiles per battery.
    Payload: 64 per battery for a total of 256 medium range missiles.
  5. Eight (8) 22 mm GR Rail Gun/Mini Missile Batteries: Weapons are mounted around the ship in concealed mounts for point defense. Each turret can rotate 360 and has a 180 arc of fire. 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. 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 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: GR Cannon has 8000 rounds/ 200 Bursts each, has 32 mini-missiles at each launcher (256 total, can carry potentially several times more in storage holds.)

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Writeup by Kitsune (E-Mail Kitsune).

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