Zwarte Raaf (Black Raven) Strike Destroyer:

The Zwarte Raaf is an interesting destroyer in many ways. It is believed that only one of these destroyers have been built although others have looked at the design to possibly copy and modify. These include the Free Worlds Council but mercenaries have also looked at the destroyer.

The destroyer itself was actually built in the Icaria System as a private venture by a group of mercenaries. Instead of using a military yard, they decided to use a yard which normally produces civilian designs. Where possible as well, the ship was built to civilian standards. This enabled the vessel to be built less expensively than it might otherwise be.

As another measure to reduce construction costs, salvaged systems and components were used wherever possible. This is especially the case with regards to the various military components including weapon systems. In some cases these systems required extensive rebuilding however.

Interestingly, a number of components and systems are salvaged systems from a Trans-Galactic Empire warship. It has been suggested that those who commissioned the design were able to somehow capture a Trans-Galactic Empire Berserker class attack vessel. An alternate suggestion is that they managed to find a wrecked vessel which they managed to scavenge systems from.

The basic hull of the Zwarte Raaf seems to be based on an enlarged version of the Icaria Velos class destroyer. It is actually almost as large as the new Icaria Aspis class destroyer in fact. It is however designed for a very different role than either the Velos or Aspis classes with a large capital missile battery and the ability to make heavy missile strikes. The ship has sometimes been compared to the Havock class destroyer although the Zwarte Raaf is far larger and not considered quite as advanced in design.

Even though using civilian systems when possible, the destroyer does use an anti-matter plant for its main reactor. It originally came from a Berserker class attack vessel. The controls were modified and simplified into a standard closer to those used by the Consortium and Icaria system. In addition, safety systems were modified and upgraded. Finally, the output of the reactor has been boosted to some extent. As with most warships, the main reactor is backed up by emergency fusion plants.

If they were available, it appears as if the designers elected not to use the propulsion systems from the Berserker which the reactor was salvaged from. The mass of the Zwarte Raaf would have likely have reduced acceleration to a large extent. As a result, four drives from the Velos class destroyer are mounted. These give the Zwarte Raaf actually slightly greater acceleration than the Trans-Galactic Empire attack ship. For faster than light propulsion, a civilian drive from a fast space clipper is mounted, enabling the destroyer to reach up to four and a half light years per hour.

Even though partially built to civilian construction standards, the Zwarte Raaf is surprisingly tough. As with most warships, the destroyer mounts powerful variable force fields. As with the anti-matter reactor, the shields come from a Berserker class attack vessel. The generator did require some minor modifications to enable it to protect the larger destroyer however. As with the reactor, the control systems were modified to make the system easier to operate.

The sensor systems also appear to have come from a Berserker although the back end hardware and software are greatly upgraded. A surprising amount of the back end hardware is actually of civilian design. Even with upgrades, the sensor systems are considered only marginally more effective than they were originally.

With regards to weapon systems, the most obvious weapon system is a pair of capital missile batteries obviously taken from a Berserker class attack vessels. These allow the destroyer to fire volleys of twenty capital missiles at a time. Magazine capacity is unchanged from the Berserker however launchers have been modified to fire non Trans-Galactic Empire missiles. The ship does not seem to have any X-Ray laser warheads but instead tends to fire multi-warhead fusion missiles.

For heavy beam weaponry, the Zwarte Raaf mounts a pair of short 18 cm particle beams. Not having quite the range of the standard 18 cm particle beam, these are carried on a number of older Icaria warships including the Velos class destroyer and the Akon class patrol corvette. Due to power requirements, the anti-matter reactor cannot sustain continuos fire by the particle beams. Instead, the ship carries powerful capacitors to enable a limited number of rapid fire shots. Unlike most of the weapon systems, these are not salvaged systems.

One of the few other non salvaged systems is the main defense missile battery of the destroyer. The Zwarte Raaf mounts four medium range missile batteries of civilian design. These are similar to those carried on many merchant vessels although with far larger magazine capacity.

The close range point defense batteries are salvaged systems however although not of Trans-Galactic Empire design. The ship mounts four electromagnetic 15 mm rail guns and four 20 mm laser cannons in double mounts. These appear to be of older Human Alliance designs although a great many military forces used similar weapon systems. Icaria System uses them themselves in their older warships.

The destroyer does have a small hanger enabling to carry four light fighters. Originally four “Super Venom” light fighters were embarked but recently these have been replaced by Python Space Industries “Venom-X” fighters. In addition to a crew of sixty-four, the destroyer has space for a marine complement of twenty. They are fitted with modified K-Universal power armors to make them more effective.

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: INF-CDS-220.

Vehicle Type: Strike Destroyer.

Crew: 64 (6 Officers and 58 Enlisted).

Troops / Passengers: 20 Maximum. Also has provision for 6 fighter pilots.

Vehicle, Robots, and Power Armors:

Power Armors:



K-Universal “Knock Off” Light Power Armors.

Fighter Compliment:



Python Space Industries PV-MSX-32X “Venom-X” Light Starfighters.

M.D.C. By Location:


18 cm “Short” Particle Beam Cannons (2):

800 each.


Point Defense Electromagnetic Rail Gun Turrets (4):

150 each.


Double Barrel Point Defense Laser Turrets (4):

150 each.


Cruise Missile Launchers (2, front / sides):

1,000 each.


Medium Range Missile Batteries (4):

300 each.


[1] Main Engines (4):

1,000 each.


[2] Bridge:



[3] Main Body:



[4] Variable Force Field:

1,000 a side (6,000 total).


[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.


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 0.95 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 500 mph (804.7 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 4.5 light years per hour.

Maximum Range: Carries about eight months years worth of supplies on board although can be stretched to twelve in an emergency.

Statistical Data:

Length:                364.83 feet (111.2 meters).

Height:                95.80 feet (29.2 meters).

Width:                 113.19 feet (34.5 meters).

Mass/Weight:      13,007 tons (11,800 metric tons).

Power System: Anti-Matter with a 40 year life span. The ship normally only goes 8 years between refueling and refitting. Backed up with emergency fusion plants.

Cargo: Small cargo hold that can carry up to 200 ton (181.4 metric tons) of cargo not including 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 taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: Not for sale. Cost to construct is approximately 380 million to construct not including missiles and other expendable ordnance. Cost also does not include embarked craft.


  1. Two (2) 18 cm “Short” Particle Beam: In the front of the ship are two 18 cm short particle beam cannons. While it does not have the range of a standard heavy particle beam, has a similar output and is extremely powerful. Due to high power requirements, uses a capacitor to be able to rapidly fire for a short period. These can be fired forward and can be angled up to 120 degrees aft (can only fire one cannon at a target at that angle but can spin to be able to bring both batteries to bear) and can fire at a 30 degree angle up or down. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 25,000 miles (40,230 km) in space and 25 miles (40.2 km) in an atmosphere.

    Mega Damage: 3D6x100 M.D.C. each.

    Rate of Fire: Maximum of three (3) times per melee.

    Payload: Has a capacitor which allows for firing the particle beam 48 times allowing for two minutes of full fire. Afterwards limited to two shot between both mounts per melee round.

  2. Four (4) Point Defense 15 mm Electromagnetic Rail Guns: Unlike most of the rail guns used on Phase World / Three Galaxies starships, these are standard electromagnetic rail guns. 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. These rail guns use 15 mm depleted uranium projectiles. The weapon system cannot be used to engage targets while traveling at faster than light velocities. These rail guns use 15 mm depleted uranium projectiles.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.

    Mega-Damage: Rail gun inflicts 3D6x10 M.D.C. for an 80 round burst.

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

    Payload: 16,000 rounds (200 bursts) each cannon.

  3. Four (4) Point Defense 2 cm Lasers in Double Mounts: Used as an anti-starfighter and missile weapon. Each laser turret 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: 2.5 miles (4 km) miles through atmosphere and 250 miles (402.3 km) in space.

    Mega-Damage: 2D6x10 M.D.

    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 carries two launchers to launch cruise missile. Weapon is the heaviest weapon on the ship. 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 (Fusion multi-warheads inflict 3D6x100 M.D.C. each.)

    Rate of Fire: Volleys of ten (10) per launcher, per melee round, for a total of twenty (20) cruise missiles per melee round. Launchers are reloaded on the same melee and can be fired again on the next.

    Payload: One hundred (100) total, fifty (50) cruise missiles per launcher.

  5. Four (4) Medium Range Missile Batteries: These are standard merchant type batteries modified for greater magazine space. Battery are mounted on the port and starboard sides of the ship. Weapon system is used for hitting enemy robots, fighters, and missiles (both cruise and long range missiles.) Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Weapon system can be used on multiple targets simultaneously.

    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 (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles per battery, per melee attack.

    Payload: 128 medium range missiles per battery for 512 total.

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Writeup by Kitsune (E-Mail Kitsune).

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