"HAFS Theodora" Ghost Cruiser (Boadicea class):
Captain Robbins hated this area of space but passing through this sector would cut several days off his voyage. There were strange anomalies all throughout the region. Several were believed to be dimensional rifts and stories tell of ships having been lost in the strange Rifts, never to be seen again. As a result, he kept an extremely careful watch while passing through.
The ship was currently in the vicinity of one of the largest of the Rifts. It was about a dozen light minutes in diameter. Several studies of the Rift had been carried out over the years. One problem was that the Rift also create a huge gravity distortion which blocked faster than light drives for several light hours. It would take several days to transit the area. Because it was on the border of Kreeghor space, it was an area he was required to patrol.
The Theodora was an older ship but it was his first command and he kept her in excellent condition. The ship had won the Battle "Excellent" award even when up against Kurganov class cruisers which were far newer than his ship. Even though one of the last of the Boadicea class to be completed, she was considered virtually obsolete and would likely be retired with a few years. The captain loved this ship and he though it was sad that the ship would be gone in a few years.
Suddenly, his tactical officer reported a contact. A pair of contacts just appeared on the gravity sensors. The distortion meant that sensor range sucked. A few moments later more data came in. It was definitely a pair of Kreeghor drive signatures. Even worse was the fact that they were not the drive signatures of small ships but instead the drive signature made it look like each of the ships were about twice the size of his vessel. That would make them Defiler class heavy cruisers. Even though overmatched, he brought his ship to general quarters and raised his shields.
Much newer than his ship, each one carried four capitol missile batteries along with three times as many fighters as his ship. The scan indicated that the shields were at full power and neutrino output of the anti-matter reactors indicated that the ship was at full power, indicating most likely that all of the weapon systems were active. Even so, he had communication try to raise them. There was no response as the two ships continued to close on his ship. While not on a direct course, they would get within a couple of hundred thousand kilometers of each other. Not within energy weapon range but easy missile range.
As he watched, the two Kreeghor cruisers turned their bows towards his ship. They were not quite within missile range but would be within moments. They might wait just a bit before opening fire to close up the range but he expected that eighty capital scale missiles would be coming his way soon enough. The Theodora's only chance would be to make a run for it. As he watched his own scanners, his tactical officer reported that the ships launched their own fighters.
Looking at various possibilities, he could change course and go towards one of the dimensional anomalies. If he could stay just outside of the horizon of the phenomenon, it could be used as a partial shield against the incoming missiles. He ordered his helmsman to change course towards it. The woman gave him a strange look but followed his orders.
It was no surprise when just a few minutes later, the two ships opened fire and a volley of capitol missiles. Captain Robbins ordered the Theodora to open fire herself with capitol missiles and the ship also to begin deploying long range defense missiles as well. He had decided not to deploy fighters because if he could escape outside of this area, the fighters would be lost when the Theodora went to faster than light speed. No one had developed a fighter which mounted contra-grav FTL drives.
The Kreeghor ships were under no such restriction and they deployed in front of the heavy cruisers. The volleys of capitol missiles crossed each others courses while in front. Moments later, the long range defense missiles began intercepting the Kreeghor missiles. Huge anti-matter explosions showed the annihilation of two thirds of the missiles. Still, twenty eight missiles cut through the first line of defense. What was worse in many respects is the fact that the Theodora carried only fusion warhead missiles, not on war patrol.
The return fire had just reached the fighter screen protecting the Kreeghor ships. Instead of trying to use brute force to penetrate the defenses of the two heavy cruisers, the first volley of missiles carried four jamming warheads. The fighters shot down the jamming missiles but the remainder of the volley managed to pass through the fighters.
As the twenty-eight remaining cruise missiles headed through the inner defenses, the Theodora managed to kill all but six of the missiles. Five of those locked onto decoys and only a single warhead struck the Theodora's shields. The cruiser shuddered as the anti matter exploded against the shields and they dropped by around sixty percent. Still, they held and the Theodora kept her course. Captain Robbins ordered "Bring us closer to the anomaly. Bring use within fifty kilometers of the Rift. Maybe it will confuse their fire control." The Human Alliance cruiser was currently only eight thousand kilometers from the Rift already. He was already nervous at this distance and the distance would be virtual suicide.
All twenty-eight surviving missiles from the Theodora were targeted on a single Kreeghor cruiser. The two ships were far enough apart that they could not provide mutual defense from their close in batteries. Five of the capitol missiles managed to get through the mini-missile batteries and only two of the missiles were decoyed by the Kreeghor vessel's defenses. Three fusion warheads hit the shields of the shields and knocked them flat although the cruiser only took minor damage.
The Kreeghor had taken a page out of the Theodora tactics and their next missile volley contained sixteen jamming warheads, twice as many as the Human Alliance Cruiser had. The Theodora managed to kill all sixteen but that left over sixty incoming. The remainder of the heavy defense missiles streaked by, unable to lock onto targets.
The Theodora tried a new tactic as well. The volley contained sixteen jamming missiles this time. Eight activated as they closed on the fighters. They were destroyed but the eight remaining jamming missiles remained quiet.
Thirty-Five capital missiles made it through the inner defenses and even though almost two thirds were decoyed, that still left eleven missiles slammed into the shields. The Theodora had rolled just moments before to present an intact shield but that was simply too much to survive. The first two anti-matter missiles dropped the heavy cruiser's shield and the other nine slammed into the hull. The ship survived but a massive hole was blown in the hull and about one quarter of the crew was killed in a moment. That she survived at all was a testament to the engineers who designed and built her. She would even be able to continue to fight.
What was worse that the damage which she took was that the Theodora lost control for just a moment. Not long but just enough time. The Theodora found itself falling towards the massive rift. As a result, it never saw how its own missiles faired against the enemy cruiser.
Like on Rifts Earth, there are many stories of ghost ships in the Three Galaxies. Starships in the case of them. Most are just stories but some are real, energized by magical energies beyond comprehension. One of these is the cruiser, the HAFS Theodora is one of the best known. She was lost on the border between Kreeghor and Human Alliance space in an area of extremely high Rift activities.
In appearance, the cruiser shows massive damage. Those who have seen the ship generally agree. There is a huge hole in the side of the ship. Wires and cables hang out the huge hole and can be seen sparking. Air and ice can be also seen coming from the ship. The markings on the ship are clear though and the ship is definitely the HAFS Theodora. There is some video images of the ship but many are extremely distorted for unknown reasons. Sensor data is often extremely confused as well. Only sensor systems which are partially magical in nature such as the techno-wizard systems of the United Worlds Warlock appear to be immune.
A number of attempts to make contact with the ship over the years but no one has ever gotten a response. Both psychic and practitioners of the mystic arts have tried to communicate with the vessel. The impression of huge numbers of voices can be felt but none seem to have made any real sense. There are many mysteries with the vessel including motivations. In has been seen in each of the Three Galaxies, sometimes far distances which a Boadicea class could cover in a short time. Most of the time the ship is seen within a few dozen light years of cosmic rifts, leading many researchers to believe that the ship somehow uses them to travel to different areas of the Three Galaxies.
While motivation of this ghost ship are for the most part a mystery, it seems to act heroically in most cases. There are incidents when Consortium, Human Alliance, and Wolfen ship have found themselves in trouble and were helped by the Theodora. As well, there are stories where both merchant ships and liners have found themselves under the guns of pirates and were rescued by the Theodora. The ship appears much less friendly towards ships of the Trans-Galactic Empire. It has engaged their ships at least a dozen times since it first returned. It will not attack on sight but the Kreeghor Emperor has issued orders to attack the ship on sight. Also, if it sees a battle between ships of Imperial design fighting against another forces, it tends to side with the non-Imperial ships. In some cases, it may chose the wrong side as a result.
Even though the ship appears to be badly damaged, it is as tough as it ever was before whatever took out the ship and might even be tougher. It has been in battles again some pretty tough customers over the years and has taken massive damage in some of them. It also appears to repair damage when it was hit badly. Some even believe that even if the ship is completely destroyed, it will reform once again. There are reports of Kreeghor ships having completely destroying the cruiser and it returning to fight again.
One might expect that most of the weapons to no longer be operational and certainly it should have run out of missiles long years ago. That is not the case with the weapons being as powerful as ever and even having a disrupting effect on what they hit which effects the crew. This only seems to happen if the weapon passes through the shields but it seems to inflict double damage against shields. As well, the ship seems to never run out of missiles, both anti-ship missiles and long range and point defense missiles. Unlike conventional missiles, these missiles are more like energy states than solid objects. In many ways the long range defensive missiles and the anti-ship missiles act more like bottled demon missiles than anything like conventional missiles and can continue to attack over and over again. One item different than bottle demon missiles is that these missiles fade away after a few minutes or attacking.
As far as known, no one has ever boarded the ship so it is unknown what conditions are like onboard. If the ship is empty or crewed by ghosts. It is rare but a few times, ghost fighters have been launched from the ship. They are Osprey class fighters which carry markings of fighters of the Human Alliance when the ship was lost and it is known that the ship was carrying a full compliment of fighters when it was lost. The same records indicate that the ship did not carry any power armors onboard although carried a full marine compliment aboard.
Ghost Ship design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.
Model Type: CL-06
Vehicle Type: Ghost Cruiser
Crew: Approximately 350 (Haunting Entities)
Troops: Approximately 60 (Haunting Entities). Also carries 12
fighters (Piloted by Haunting Entities as well)
Vehicle, Robots, and Power Armors:
Fighter Compliment:
| 12 | Ghost SF-6 Osprey Medium Star Fighters) |
M.D.C. By Location:
| Main 28 cm "Balefire" Particle Beam Batteries (2): | 1,500 each | |
| Secondary 12 cm "Balefire" Heavy Laser Cannons (4): | 800 each | |
| Point Defense "Balefire" Rail Gun Turrets (6): | 225 each | |
| Double Barrel "Balefire" Defense Laser Turrets (8): | 225 each | |
| "Wraith" Cruise Missile Batteries (2): | 1,000 each | |
| "Wraith" Long Range Missile Batteries (4): | 600 each | |
| Mini-Missile Launchers (6): | 150 each | |
| Outer Hull (40 ft/ 12.2 m Area): | 200 | |
| Inner Hull (40 ft/ 12.2 m Area): | 120 | |
| [1] Bridge: | 8,000 | |
| [1] Auxiliary Bridge: | 8,000 | |
| Hanger Bay: | 7,500 | |
| [2] Main Engines (2): | 10,000 each | |
| [3] Main Body: | 40,000 | |
| [4] Variable Force Field: | 4,000 a side (24,000 Total) |
Notes:
[1] In reality this is how much damage needs to be done for a weapon
to hit the bridge through the ships 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.
[2] Destroying the main engines means that ship Faster than Light systems
are destroyed and maximum sublight speed is reduced by half.
[3] Depleting the M.D.C. of the main body will put the cruiser out
of commission until the ship regenerates at least 20% of the M.D.C. The
ship itself will be appear to 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% (1,200 M.D.C.) per melee round
Note: The ship will regenerate at 20% of the hit locations M.D.C.
per day, meaning all damage will be restored within 5 days of being damaged.
Even if a hit location is completely destroyed, it will slowly regenerate
until completely restored. If a section is destroyed, it will not be operational
until 20% of the M.D.C. is restored.
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 0.65 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 atmospheric
flight
Stardrive: Uses a Gravitonic Drive system that allows the ship
to reach a maximum of 2.5 light years per hour.
Note: Has a magic which allows the ship to travel between Rifts
all over the Three Galaxies. Can enter one and reappear in any other virtually
anywhere in the Three Galaxies. This ability is limited to once per day.
Maximum Range: Effectively Unlimited, the engines appear to
need no refueling and seem to run on magical energy. Ship's crew does not
require provisions. Even missiles seem to be created through magical energies.
Statistical Data:
Length: 580 feet (176.8 meters)
Height: 145 feet (44.2 meters)
Width: 240 feet (73.2 meters)
Weight/Mass: 112,000 tons (101,600 metric tons)
Power System: Magic, systems seem to work as if run by magic.
Originally was powered by a Fusion Power Plant with a 10 year life span
but would have run out of power long ago.
Cargo: Theoretically, Cargo holds are scattered about
the ship that allows for carrying up to 4,000 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. Ships officers have
more space for personal items. Most of the ships spaces are take up by
extra ammunition, armor, troops, weapons, engine, and other equipment.
Of course, the entities crewing the vessel have no need for supplies.
Market Cost: Not for Sale, due to the haunted nature of the
ship it is doubtful anyone would want the ship and the ship is completely
independent.
WEAPON SYSTEMS:
Special Abilities as a Haunted Vehicle:
Quirks:
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Image drawn and copyrighted by "MK01".
More "MK01" artwork at DeviantArt
Special Credit to Talis D. Merrill (taalismn@pop.tiac.net) for many of the concepts and enchantments / powers for Ghost / Haunted vehicles.
By Kitsune (E-Mail Kitsune).
Copyright © 2008 & 2010, Kitsune. All rights reserved.