Havock class Destroyer:


The Havock class destroyer is a rare vessel, an independent warship design. It was designed to take advantage of as many civilian systems as possible as well as using older tech in some cases in order to reduce costs. Even so, the destroyer is considered by most to be an excellent design. The ship is designed to be able to battle enemy vessels at both long range and in close range engagement. It is one of the best ships with regards to being able to engage the Trans-Galactic Empire Berserker class attack vessels.


As an independent design, there are not the same issues with acquiring these destroyers which Consortium vessels often have. Several independent defense forces both inside and outside the Consortium of Civilized Worlds operate these destroyers. In addition, these ships are operated by several mercenary groups as well. Due to interest in these vessels, the building yards have required expansion in order to keep up with demand. There is even consideration being given towards licencing production of the design.


For long range firepower, the Havock class mounts a pair of capital missile tubes which are basically copies of the capital missile launcher carried on the Hunter class destroyer and several other Wolfen designs. In comparison to the Havock, the Hunter only carries a single capital missile launcher. There is a magazine for each capital missile launchers with fifty missiles each. One issue that this ship can have is that most ships operated independently do not have access to anti-matter or X-Ray laser warheads. Instead the destroyer usually carries multi-warhead fusion missiles. In addition, a number of decoys are usually carried aboard.


Originally the capital missile battery on the Hunter was considered not very effective. However, a special fire control program was developed which allows the missiles to be fired individually but still tied into striking their target as a single volley. This is done through delaying the engagement of the capital missile’s drive. Similar software is used aboard the Havock with well trained missile crews can fire a dozen or more missiles as a single volley.


Under consideration is having these destroyers be able to operate Pepperbox missile launchers for more heavy initial volleys. It would actually be a relatively easy fire control upgrade with the tracking and targeting systems already having enough additional capacity to control the additional capital missiles being fired. Most likely up to four Pepperbox launchers will be able to be carried for up to twenty additional missiles being fired with the first missile volley. The Pepperbox launchers would be carried on the sides of the vessel when not deployed for firing.


Compared to most destroyers, the Havock has incredible firepower with two 18 cm “short” particle beams. These particle beams seem to have been first developed by the Icaria military for use on their own destroyers and corvettes. The particle beams have greater range while having fifty percent greater output than the 12 cm laser mounted on the Consortium Scimitar class patrol ship. In addition, the particle beam can be fired twelve times a minute each mount compared to eight times with the heavy laser of the Scimitar.


In both close range and long range engagements, a warship needs excellent missile defense in order to survive. As a result, the Havock was fitted with four medium range missile batteries and eight point defense batteries. The ship was considered too small to effectively mount long range missile batteries with a meaningful payload. To reduce development and construction costs, the medium range missile batteries are modified civilian designs with a much greater payload. Four of the point defense mounts are the GR-1000 heavy rail gun while four are variable focus particle beam mounts.


These ships are designed to be very well armored, able to withstand quite a bit of abuse for vessels of their size. In order to reduce costs, the variable force field are a modified versions of the generators carried aboard a Hunter class destroyer. Even so, the generators are extremely well tested and capable of withstand quite a bit of abuse before being knocked down.


For propulsion, the destroyer mounts extremely powerful contra-grav drive which gives the ship a normal space acceleration greater than either the Consortium Hunter or Trans-Galactic Empire Berserker class vessels. In fact, it actually rivals a number of heavy fighters with regards to acceleration. In addition, the Havock has extremely efficient faster than light drives which are capable of faster than light speeds of up to five light years per hour.


In order to power the ship and her weaponry with a compact reactor, the ship virtually needs to use an anti-matter system. In order to reduce the mass even more, it was decided to reduce the endurance of the reactor compared to most modern military anti-matter reactors. As with most anti-matter power system, the destroyer mounts a number of emergency fusion backups.


Even though the vessel operated civilian and older systems wherever possible, the Havock mounts excellent sensor arrays and tracking systems. To allow this ship to be operated by a small crew, the destroyer also has extensive automation. In an effort to further reduce crew requirements, it was decided that the destroyer would not embark any either fighters and it also has no real provision for troops. It does however have the ability to carry up to six passengers. As a result of efforts to reduce crew requirements, the vessel’s normal crew is twenty, less than a standard Hunter class destroyer while carrying much greater firepower.


Ship design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.


Model Type: DD-1020.

Vehicle Type: Destroyer.

Crew: 20 (2 Officers and 18 Enlisted).

Troops / Passengers: 6 Maximum.


M.D.C. By Location:

 

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

800 each.

 

GR-1000 Rail Gun Turrets (4):

400 each

 

Variable Focus Particle Beam Cannon Turrets (4):

150 each.

 

Cruise Missile Launchers (2, sides):

1,000 each.

 

Medium Range Missile Batteries (4):

300 each.

 

[1] Main Engines (2):

1,200 each.

 

[2] Bridge:

1,800.

 

[3] Main Body:

4,800.

 

[4] Variable Force Field:

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


Notes:

[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 bridges 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.


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 1.0 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 0.95 mph (723.2 mph/1,163.8 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 5.0 light-years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about nine months worth of supplies on board.


Statistical Data:

Length:                410.76 feet (125.2 meters).

Height:                94.49 feet (28.8 meters).

Width:                 119.75 feet (36.5 meters).

Mass/Weight:      9,038 tons (8,200 metric tons).

Power System: Anti-Matter with a 40 year life span. The ship normally only goes 10 years between refueling and refitting. Backed up with emergency fusion plants.

Cargo: Small cargo hold that can carry up to 100 ton (90.7 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: Currently the Havock class destroyer cost approximately 400 million to construct not including missiles and other expendable ordnance. These destroyers sell for around 600 to 800 million credits each.


WEAPON SYSTEMS:

  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. 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: Effectively Unlimited.

  2. Four (4) GR-1000 Heavy Point Defense Rail Guns: Gravity rail guns are in a turret that can rotate 360 and has a 180 arc of fire. The GR-1000 Rail Guns both are more powerful and have more range than the conventional rail guns and is the same rail gun which is carried in the C.A.F. Scorpion starfighter. Considered extremely effective even compared to other gravity rail guns. Even so, the mounts are not really for use against capital ships but can devastate a fighter quickly. They are also extremely effective against targets which are imperious to energy. Rail gun rounds are fired out of rail guns 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 faster than light velocities.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.

    Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.

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

    Payload: 10,000 Rounds (250 Bursts) each rail gun.

  3. Four (4) Variable Focus Particle Beam Mounts: These particle beams are copied from those carried on the CAF Assault Shuttle and will fire a very powerful narrow beam and can fire a scatter effect that is less powerful but is capable of striking multiple targets. The weapon system is quite useful against missiles although the cone is not as wide as Tachyon cannon sprays are (Gives +2 bonus vs fast moving targets such as missiles.) Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).

    Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.

    Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.

    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 Launchers: The ship has two cruise missile tubes in sides of the ship designed to fire forward. The launchers are copied from those carried on a Hunter class destroyer. Missiles have 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 or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because the 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. While missiles are only launched at the rate of one at a time per launcher, the ship’s computer has special software that allows all the missiles to hit a target at the same time for the purpose to make point defense of a target is more easily overwhelmed. This is done by slowing down the acceleration of missiles and by setting some for delayed activation and target must be a least 30 seconds away. Missiles are then considered too only have an acceleration of 5% of light for the first turn. Batteries can launch on multiple targets each at the same time.

    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 missile tables for details (Fusion Multi-Warhead missiles inflict 3D6x100 M.D.C. each.)

    Rate of Fire: Can fire one cruise missile per melee attack (special software allows 4 to 8 missile to be launched as one volley depending on gunners hand to hand attacks) per launcher. This allows total volleys of eight (8) to sixteen (16) cruise missiles to be launched in one melee round.

    Payload: Fifty (50) cruise missiles per launcher for a total of one hundred (100) cruise missiles.

  5. Four (4) Medium Range Missile Batteries: These are standard merchant type batteries modified for greater magazine space. Each battery is on the port and starboard side of the ship. 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 (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World 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).


Copyright © 2016, Kitsune. All rights reserved.



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