Lightfoot class Destroyer Leader(FWC):

This ship is believed to have actually been inspired by the appearance of a starship operated by Frankenstein's Horde, a group of marauders who wander the Three Galaxies. The Horde ships are often very strange in appearance. Sometimes their ships appear to be several starships stuck together. Several have been seen which use the aft portion of a Scimitar class patrol ship merged with the nose section of a Berserker class attack vessels. This is actually one of their less odd appearing vessels.

The Free Worlds Council operate fairly large number of Berserker class vessels although they operate few Scimitar class patrol ships. In battle, the Free World's Council fleets have managed to salvage a large number of wrecked Berserker class attack ships. Some are stripped for parts and others are rebuilt using parts from other Berserkers. A team of engineers came up with a design using the bow portion from Berserkers and merging it to the aft section of a Scimitar class patrol ship. Several scrap Scimitar class vessels were acquired at scrap yards. In most cases, they are without weapons so new weapons have to be fitted. The resulting design was designated the Lightfoot class destroyer leader. So far only about half a dozen of these ships have been rebuilt. It is not likely that these ships will ever be produced in huge numbers, likely no matter than a few dozen total. One restriction on construction has been the lack of suitable Scimitar class patrol ships which have been sold for scrap. The Consortium rebuilds most of theirs which are badly damaged with most being adapted into their new Longbow configuration which trades its rail guns for long range missile launchers.

In size, the Lightfoot class Destroyer Leader straddles the classes of destroyer and cruiser although most consider the ship to be closer to being a destroyer than a cruiser. Theses ships mass around 16,000 tons compared to around 12,000 tons for the Scimitar and around 7,000 tons for the Berserker. Actually, the mass of the various Lightfoot class Destroyer Leader varies slightly due to the way that they were constructed. As well, length varies as well. The six existing vessels are sometimes operated independently but just as often they are operated in a squadron of Berserker class ships and act as the command ship for the group. In this way, the attack fleet can be extremely dangerous. The only real weakness these ships have is that they as slightly slower as far as acceleration when compared to the Berserker class attack ships. The Free Worlds Council engineers are experts at adapting Kreeghor and other groups technology. Engineers working for the Free Worlds Council are experimenting with adapting the fire control network for fighters and adapting it to fit a fleet of Berserkers networked to one of these ships. So far, there are still problems with the system. If the system becomes operational, these ships will become far more dangerous than the already are.

While these ships do not have the defenses of most cruiser designs, they are still far better protected than a standard Berserker and as a result are quite popular with their crews as a result. Of course unlike the similar ships operated by the Horde, these ships carry balanced weaponry. Main weaponry is one might expect, the heavy cruise missile launchers from the Berserker class attack ships. These are supplemented by the horn cannons which are also carried on the Berserker. Like the Berserker, the ship has incredible firepower. Like most smaller ships, its payload is comparatively light but it can throw huge volleys of missiles while it still has missiles for its cruise missile launchers. Where the Lightfoot shines is that it mounts four medium range missile launchers along the Scimitar potion of the ship's hull. These are adapted from the missile launchers developed for standard merchant ships. This backed up by eight mini-missiles and the same number of direct fire point defense mounts. Six point defense lasers and two point defense rail guns are mounted on the ship. One of the biggest complaints about the Berserker has been that it lacks good long or medium range defensive batteries. This has been addresses quite well by the Lightfoot class Destroyer Leader with the introdcution of the medium range missile launchers. .

These ships retain the hanger bays carried on the Scimitar class. Most of the fighters operated within the Free Worlds Council Navy are modified Flying Fang fighters. Unfortunately these fighters are too large to fit in the fighter bays. The Consortium operates Scorpion class light fighters virtually exclusively. While the Free Worlds Council has some Scorpions, they have them in only relatively small numbers. As a result, a number of other light fighters may be substituted including the Consortium Bobcat, Wolfen Falx Supina, and Human Alliance Vixen class light starfighters. The troop compliment of the Lightfoot is cut in half when compared to the Scimitar class patrol ships.

This starship design uses modified starship speed and ranges. See Revised Starship Rules for Phase World for more details

Model Type: DDLM-08
Vehicle Type: Heavy Destroyer
Crew: 128
Troops: 80 (12 fighter pilots & crew, 10 silverhawk (knock offs) pilots, 10 Warlord Mark 2 Combat Suit pilots, and 30 standard marines)

Vehicle, Robots, and Power Armors:
Power Armors:
10Kreeghor Warlord Mark 2 Combat Suits
10Silver Hawk Power Armors (Knock Off Designs)
Fighter Compliment:
6Light Starfighters (SF-9 Vixen, SF-69 Scorpion, SF-128 Bobcat, and PBI-25 Falx Supina)

M.D.C. By Location:
Horn Heavy Laser Cannons (2, Underside):700 each
Triple Barrel Defense Laser Turrets (6):200 each
GR-1000 Rail Gun Turrets (2)250 each
Cruise Missile Batteries (2, front):1,000 each
Medium Range Missile Batteries (4):300 each
Mini Missile Launchers (8):100 each
Fighter Hanger Bay Door500
[1] Main Engines (2)1,200 each
[1] Bridge:2,000
[2] Main Body:6,500
[3] Variable Force Field:1,000 a side (6,000 Total)

Notes:
[1] Destroying the main engines means that ship FTL 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. This ship does not have an auxiliary bridge. The ship can still be piloted from engineering but ship is -3 to dodge. All weapon systems will be at local control. Weapon hits near the bridge can injure crew members near the bridge.
[3] Depleting the M.D.C. of the main body will put the Destroyer Leader 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.

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. Star Ship can accelerate/decelerate at the rate of 0.8 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 500 mph (804.7 km), 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 5 lightyears per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about one year worth of supplies on board and has a small hydroponic section.

Statistical Data:
Length: 620 to 680 feet (189.0 to 207.3 meters).
Height: 104 feet (32.7 meters) from the horn cannons to the top of the ship or 80 feet (24.4 m) main body only.
Width: 140 feet (42.6 meters).
Weight: 15,500 to 16,500 tons (14,061 to 14,970.8 metric tons)
Power System: Anti-Matter with a 50 year life span. The ship normally only goes 10 years between refueling and refitting.
Cargo: Small cargo hold that can carry up to 600 ton (544 metric tons) of cargo not including standard compliment of supplies and ammunition. Hold is 20 x 20 x 60 feet in dimensions (6.1 x 6.1 x 18.3 meter). Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ships spaces are taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: Not for sale. Likely to cost around 500 million to construct. The Black Market or the Kreeghor would offer several times it's value for an undamaged completely working ship.

WEAPON SYSTEMS:

  1. Two (2) 12 cm Horn Heavy Laser Cannons: Kreeghor style weapon. 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. Range in space is 1000 times books listed range. The weapon system cannot be used to engage targets while traveling at FTL 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. Six (6) 2.5 cm Point Defense Lasers in Triple Mounts: Two are mounted on each side of the ship with one mounted on the top and bottom. All can fire forward and aft. Each Turret can rotate 360 and has a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Maximum Effective Range: 2.5 miles (4 km) miles through atmosphere and 250 miles (40.2 km) in space.
    Mega-Damage: 3D6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: Effectively Unlimited
  3. Two (2) GR-1000 Large Rail Guns: Heavy gravity rail gun There is one mounted on the top and one on the bottom of the vessel. Each rail gun is in a turret that can rotate 360 and has a 180 arc of fire.Projectiles come out of launchers at a significant fraction of the speed of light. Cannon uses a 30 mm projectile. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
    Mega-Damage: 40 round burst does 4D6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: 10,000 Rounds (500 Bursts) each cannon.
  4. Two (2) Cruise Missile Launchers: Kreeghor style weapon. 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). Since starships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will still cruise 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 at -25% to detect.) Cruise missiles have minuses 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: Missile range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds)
    Mega-Damage & Properties: See Phase World Missile tables (Anti-Matter does 4D6x100 MDC).
    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.
  5. Four (4) Medium Range Missile Batteries: A slightly modified version of the medium range missile batteries carried on a normal Merchantman. They can fire larger volleys and 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: 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 Phase World Missile tables)
    Rate of fire: Can fire missiles one at a time or in volleys of 2, 4, 8, or 16 missiles per battery.
    Payload: 128 per battery for a total of 512 medium range missiles.
  6. Eight (8) Mini-Missile launchers: These are missile turrets used for point defense against enemy fighters and missiles. 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). Batteries can launch on multiple targets each at the same time. Most mini-missiles in the Three Galaxies are independently guided.
    Maximum Effective Range: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space
    Mega-Damage: varies with mini-missile type (See Phase World Missile tables)
    Rate of fire: Can fire missiles one at a time or in volleys of 4 or 8 missiles
    Payload: 128 per launcher for a total of 1,024 mini-missiles. Cargo hold has an additional 2,048 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.


[ Phase World TM, Naruni TM, Kreeghor TM, UWW TM, and CAF TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.]

By Kitsune (E-Mail Kitsune).

Copyright © 2006, Kitsune. All rights reserved.


Return to Phase World Vehicles