Within the Three Galaxies, few groups are as feared as Frankenstein's Horde. Usually patterns of attacks can be seen with the Kreeghor and Splugorth but the Frankenstein's Horde seems to simply attack indiscriminately. There is a huge amount of debate among military analysts about just how large the Horde is. Of course, the terror of the attacks appears to multiply the numbers involved. While survivors of an attack may report hundreds if not thousands of attackers, the true numbers through sensor data often appear to be much smaller. Favorite targets of the Horde include smaller starships and lightly defended planets. They seem to avoid attacking truly well defended planets. Usually the Horde leaves scorched earth in their path and they are known to take live prisoners as slaves and food. Usually these slaves do not last long and people have been known to commit suicide instead of allowing themselves to be captured by the Horde. The deeds which the Horde has been known to do with their victims is virtually unspeakable.
The Most commonly seen vessels operated by Frankenstein's Horde are destroyer sized vessels. Some are smaller than Hunter class destroyers while others are larger, around the size of Scimitar class vessels. There are also cruiser sized vessels although they are far less common. In some actions, it appears that these ships operate in the command role. Luckily, there are few vessels which have been seen which are larger than cruisers. One of these appears to be a carrier and another appears to be a battleship / dreadnought type of vessel. Due to the changing configuration of these vessels, it is sometimes hard to tell if it is the same vessel or a different ship. There has never been an encounter with more than a pair of Horde ships larger than cruiser class and usually only a single one of these ships is encountered. These encounters have been widely scattered, leading some to believe that there is more than two or three of these larger vessels.
Most powers, both major and minor, within the Three Galaxies have on sight order when it comes to these vessels. This include both the Consortium of Civilized Worlds and the Trans-Galactic Empire. The Splugorth Worlds are suppose to have the same orders as well although there are rumors that the Splugorth have a relationship with Frankenstein's Horde. There have been some attempts to capture Horde vessels and a few smaller vessels have been captured with the entire crews killed. Several cruisers have been destroyed although none of the larger vessels have even been destroyed. Still, some have been badly damaged before escaping. One problem is that when dealing with these ships is that they use a drive system which allows them to jump virtually anywhere within a thirty thousand cubic light year volume and then disappear. With smaller ships, a second problem is that more Horde ships appear to constantly being built.
While Frankenstein's Horde is composed of multiple races, the vast majority are Brodkil. It is a mystery where the crews of these ships come from. On the ships which have been captured, there have always been at least a pair of creatures which are known to be mages. There is a race which is rumored to exist known as Cyber Demons who are said to mix magic and technology in a similar manner to techno-wizards. They are also suppose to know most of the secrets behind cybernetics and bionics. The Brodkil onboard these ships have been seen with cybernetic and bionic augmentation. M.O.M. conversions and techno-wizard bionics have also been reported by those who have boarded these ships as well as those who have managed to survive attacks.
While lightly defended targets are most preferred by the Horde, there have been cases of better defended targets having been attacked. This is where one of the larger Horde ships is most commonly seen. They are rarely seen by themselves and are usually escorted by one to eight cruiser sized vessels and a dozen to a couple of dozen smaller vessels. Even if outnumbered, a competently run battle group centered around a battleship or carrier should be able to deal with one of these Horde fleets. There have been cases where hundreds of Horde ships have attacked a single target although these have been extremely rare.
The Horde can be extremely brutal but they are not suicidal. If it looks like the Horde forces are losing a battle or are outnumbered, they will retreat if possible. While not suicidal, there has never been a case of a Horde force or ship surrendering and will always fight to the death if unable to escape. Tactics for the Horde tend to be fairly simple although they should not be considered stupid. It is simply that deception and stealth are rarely part of their tactics and they prefer to use brute force although fear appears to be a factor in their thinking as well. A competent officer using innovative tactics can often gain the upper hand against Frankenstein's Horde can often gain the upper hand even when outnumbered.
With all of their bionics, the Brodkil composing the majority of the Horde might be the reason for the "Frankenstein" label which they are given but this is not the case. The truth is it is due to the appearance of the ships themselves as much as the creatures. Horde ships appear to be a jumble of different components and may include many different ships merged together. These ships are constantly being modified and their configuration are always changing. There are even cases where rocks are welded on as part of these ships and even pieces of creatures such as giant insects. The Horde capital ships are no different in this regard and this is much of what has made identification of just how many are in existence. Some military analysts think thzt the Horde capital ships were created in the same manner as many other smaller ships and started out as much smaller vessels and simply had components added on until they grew to capital ship size. None of the records of battleship sized vessels seem to have any sort of symmetry and none can enter or exit an atmosphere.
Weaponry is extremely variable on ships operated by Frankenstein's Horde and even the weaponry on individual ships changes often. Horde vessels tend to be heavily armed for their size although their weaponry is not well balanced compared to properly built warships. As well, weaponry is numerous but is more commonly lighter weapon types, not true battleship class weaponry. The Horde carrier appears to be lighter armed than the other capital ship, or ships if there are more than just two vessels, although it carries a number of heavy weapons. It appears to be a mixture of mostly components from destroyer class vessels. There are also components from a large cargo ship which appears to be the base of the vessel.
A Consortium Protector class Battleship is surprisingly fast for its size although most vessels are faster than Horde ships including many civilian designs. Power for the Horde carrier appears to be multiple fusion reactors although neutrino signature indicates that the reactors leak far more that what is safe. While this may not effect the supernatural creatures who form the crew, it is likely to kill quickly any mortal prisoners which might have been taken. With the extremely mixed battery of the carrier, it has problems with fire control. Some of the missile launchers are damaged which reduces the carrier's firepower. Of course, the main battery of the Horde carrier are its fighters. There are believed to be between three hundred and four hundred fighter carried on the carrier along with a number of shuttles which are used for planetary assaults. Most common fighters seen have been Flying Fangs although older Human Alliance and Wolfen designs have been reported as well. A small number of Scorpions has also been seen operated from the carrier. These fighters appear to be used haphazardly and not in the neat squadrons used by most militaries. Shuttles are almost always civilian designs and there are no cases whwre heavy fighters appear to have been carried by the Horde carrier. As far as the ship, damage is almost always left unrepaired and repairs usually seem to be the addition on a new component over the damaged area.
While most of the weapon systems and normal space drives appear to be conventional in origin, the carrier does use a Rifts Jump Drive similar to what is mounted on United Worlds Warlock ships. This allows the ship to jump distances of up to twenty light years in a single jump. The ship does not appear to carry a conventional force field but instead carries a magical force field. Life support of the ship is also magical and it would be virtually impossible for any ship built like Horde ships to have a conventional life support system. From detailed examination of smaller vessels, it appears that these ships are not welded together but are instead merged together through magic.
Unlike destroyers and cruisers, this ship has a listed fixed weaponry although game masters can alter weaponry. This should become more likely if there are multiple encounters with the carrier. The M.D.C. of the ship can also vary based on changes and any damage which it might take which remains unrepaired. The number of embarked fighters vary from around three hundred to four hundred and are whatever Frankenstein's Horde is able to salvage. M.D.C. of these craft is usually on 20 to 80 percent of normal (2D4x10% of normal) and often few missiles are carried by the fighters. Mini-missiles are most commonly carried and long range as well as capital missiles are the least commonly carried.
Ship design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.
Model Type: Frankenstein's Horde Carrier
Vehicle Type: Space, Carrier
Crew: 1,000 to 1,800 (Mostly Brodkil)
Troops: 1,200 to 2,400 (Mostly Brodkil)
Vehicle, Robots, and Power Armors:
Fighter Compliment:
| 300 to 400 | Light or Medium Starfighters |
M.D.C. By Location:
| 18 cm Human Alliance Particle Beam Batteries (1): | 800 each | |
| 28 cm Human Alliance Particle Beam Batteries (2): | 1400 each | |
| 12 cm Consortium / Human Alliance Laser Cannons (3): | 600 each | |
| Heavy Wolfen Particle Beam Cannons (6): | 300 each | |
| Heavy Consortium G-Cannon Turrets (1): | 400 each | |
| Horn Kreeghor Heavy Laser Cannons (10): | 500 each | |
| Horn Kreeghor Plasma Cannons (5): | 210 each | |
| Point Defense Gravity Auto-cannons (1): | 110 each | |
| Point Defense Rail Gun Turrets (3): | 80 each | |
| Point Defense Particle Beam Cannons (3): | 80 each | |
| Triple Barrel Defense Laser Turrets (2): | 30 each | |
| Combination GR Cannons/Missile Batteries (4): | 140 each | |
| Combination Electromagnetic Rail Gun/Missile Batteries (3): | 100 each | |
| Combination Point Defense Lasers / Missile Batteries (2): | 200 each | |
| Kreeghor Style Cruise Missile Battery (1): | 300 each | |
| Medium Range Missile Batteries (6) | 200 each | |
| Mini-Missile Launchers (1): | 40 each | |
| Fighter Hanger Bay Doors (10): | 5000 each | |
| [1] Large Engines (6): | 4000 each | |
| [1] Small Engines (38): | 370 each | |
| [2] Main Bridge: | 8,000 | |
| [2] Secondary Bridge: | 6,000 | |
| [3] Main Body: | 64,000 | |
| [4] Magical "Armor of Ithan" Force Field (3 x per day): | 30,000 total |
Notes:
[1] Loss of one larger engine will reduce acceleration by one twelfth
(or about 8%). The loss of a smaller engine will reduce acceleration by
one seventy-sixth (or about 1.3%.) If all engines are destroyed, ship will
be unable to maneuver.
[2] Unlike most conventional Warships of the Three Galaxies, the bridge
on most Horde ship is exposed, allowing direct hits on the bridge. The
M.D.C. is what is required to penetrate the bridge itself.
[3] Depleting the M.D.C. of the main body will put the carrier 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] This is not a variable force field, but a magical shield that must
be completely depleted. Once the shield has been knocked down, it will
cost 3,000 P.P.E. and require one minute ( 4 melees) of spell casting to
restore the force field.
Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship
to travel up to 20 percent of the speed of light. Star Ship can accelerate/decelerate
at the rate of 0.3 percent of light per melee
Atmospheric Propulsion: Cannot operate within an atmosphere
Stardrive: Rift Jump Drive; maximum safe jump of 20 light years
every four hours (costs 48,000 P.P.E.).
Maximum Range: Unknown
Statistical Data:
Height: 1,850 feet (563.9 meters)
Width: 2,650 feet (807.7 meters)
Length: 3,800 feet (1158.2 meters)
Weight / Mass: Estimated at 40 million tons (36 million metric
tons)
Power System: Combination Fusion & Techno-wizardry with
10 year life span. The Carrier also has a P.P.E. generator that produces
12,000 P.P.E. per hour / 50 P.P.E. per melee (Activating the Rifts drive
costs 48,000 P.P.E.) and can hold up to 48,000 P.P.E. in storage. This
P.P.E. can be used to power the Rifts Drive or can be used to power spells
cast by the carrier's crew.
Cargo: Cargo holds are scattered about the ship that allows
for carrying up to 1.6 million tons of Cargo in addition to standard compliment
of supplies and ammunition. Most of the ships spaces are take up by extra
ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: Not Available for sale. Cost is virtually impossible
to estimate.
WEAPON SYSTEMS:
[ Phase World TM, Brodkil TM, Kreeghor 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 © 2007, Kitsune. All rights reserved.