Horde Carrier:


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 400Light 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 distance 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 round (Activating the Rifts Jump 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 Jump 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 ship’s 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:

  1. 18 cm Particle Beam Batteries (1): Human Alliance style weapon. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard minuses to hit fighters and small targets. Up to two may be fired as one volley.
    Maximum Effective Range: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.
    Mega Damage: 3D6x100 M.D.C. each.
    Rate of Fire: Maximum of three (3) times per melee per particle beam.
    Payload: Effectively Unlimited.
  2. 28 cm Main Particle Beam Batteries (2): Human Alliance style weapon. Counts as two weapon systems. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard minuses to hit fighters and small targets. Up to two may be fired as one volley.
    Maximum Effective Range: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.
    Mega Damage: 1D4x1000 M.D.C. each
    Rate of Fire: Maximum of three (3) times per melee per particle beam.
    Payload: Effectively Unlimited.
  3. 12 cm Heavy Laser Cannons (3): The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard minuses to hit fighters and small targets. Up to two may be fired as one volley.
    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
    Mega Damage: 2D6x100 M.D.C. each.
    Rate of Fire: Maximum of two (2) times per melee each.
    Payload: Effectively Unlimited.
  4. Heavy Particle Beam Cannons (6): The particle beams are the same version of the particle beams that are on a standard Hunter with the same range and same beam output. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 10,000 miles (16,000 km) in space and 20 miles (32 km) in an atmosphere.
    Mega-Damage: 2D4x100 M.D. each
    Rate of Fire: Each one can be fired up to one time in a melee.
    Payload: Effectively Unlimited
  5. 8 cm Heavy Rail Guns (1): They are used against targets that are impervious to energy as well as normal targets. System can rotate 180 degrees btu does not have the advanced fire control which is mounted on Consortium vessels. Projectiles are fired from rail guns at a significant fraction of the speed of light. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 10,000 miles (16,100 km) in space, range is 10 miles (16.1 km) in an atmosphere.
    Mega Damage: 1D4x100 M.D.C. per 80 round burst each.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: 16,000 rounds each (200 bursts).
  6. 12 cm Horn Heavy Laser Cannons (10): 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. The weapon system cannot be used to engage targets while traveling at faster than light 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
    Rate of Fire: Two per cannon per melee.
    Payload: Effectively Unlimited
  7. Heavy Plasma Cannons (10): Ships can mount two plasma cannons instead of a single regular intermediate weapon. They are powerful but are very short ranged, most useful in close in strafing runs against much larger ships and stations. Weapon has standard penalties to hit fighters and small targets for a large starship weaponry. The weapon system cannot be used to engage targets while traveling at faster than light velocities. The plasma quickly breaks down when the weapon is used in an atmosphere
    Maximum Effective Range: 1,250 miles (2,012 km) in space and 12,000 feet (3,660 meters) in an atmosphere.
    Mega-Damage: 1D4x100 M.D. each (two may be combined for 2D4x100)
    Rate of Fire: Two per cannon per melee.
    Payload: Effectively Unlimited
  8. Kreeghor Style Cruise Missile Batteries (1): The ship carries batteries with ten cruise missile launchers each to launch cruise missile (Three are damaged). 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) in space. When drive goes dead, missile will continue to travel in a straight line unless set to self destruct but has very low odds of hitting other 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: 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)
    Mega-Damage & Properties: See revised Phase World Missile Table (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)
    Rate of Fire: Volleys of 7 per launcher, per melee round. Launchers are reloaded on the same melee and can be fired again on the next. Launcher is damaged and seven cells do not function.
    Payload: 28 cruise missiles for launcher
  9. Medium Range Missile Batteries (6): Weapon system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Like other Phase world systems, weapon system range and speed has been greatly increased compared to Rifts Earth systems. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. 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)
    Mega-Damage: Varies with medium range missile type See revised Phase World Missile Table
    Rate of Fire: Can fire missiles one at a time or in volleys of 2, 4, or 7 missiles per launcher. Launchers are damaged with an average of one cell unable to fire.
    Payload: 42 per launcher.
  10. Point Defense Gravity Rail Guns (2): 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. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Projectiles are fired from rail guns at a significant fraction of the speed of light. Cannon uses a 20 mm projectile.
    Maximum Effective Range: 2 miles (3.2 km) through atmosphere and 200 miles (320 km) in space.
    Mega-Damage: Rail guns inflict 2D4x10 M.D.C. for a 20 round burst.
    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.
  11. Point Defense Electro-Magnetic Rail Guns (3): 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. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Projectiles are fired from rail guns at a significant fraction of the speed of light. Cannon uses 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.
  12. Point Defense Particle Beams (3): These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense. Each Particle Beam is in a turret that can rotate 360 and has a 180 arc of fire.
    Maximum Effective Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.
    Mega Damage: 3D6x10 M.D.C. each.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  13. 2 cm Point Defense Lasers in Double Mounts (2): 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
  14. 22 mm GR Rail Gun/Mini Missile Batteries (4): Weapons are mounted around the ship for point defense. Projectiles are fired from rail guns at a significant fraction of the speed of light. 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). Missile launchers can launch on multiple targets each at the same time.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. Gravity Rail guns have a range of 4 miles (6.4 km) in an atmosphere and 200 (362 km) in space.
    Mega-Damage: GR-Cannon inflicts 3D6x10 M.D. for a 40 round burst. Missiles vary by missile type (See revised Phase World missile tables for details.)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Missiles are fired one at a time or in volleys of two or four missiles
    Payload: GR Cannon has 8000 rounds/ 200 Bursts each, has 32 missiles at each launcher
  15. 20 mm Electromagnetic Rail Gun/Mini Missile Batteries (3): Unlike most of the rail guns used on Phase World Starships, these are standard electromagnetic rail guns. Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. Projectiles are fired from rail guns at a significant fraction of the speed of light. 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). Missile launchers can launch on multiple targets each at the same time.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. Gravity Rail guns have a range of 2 miles (3.2 km) in an atmosphere and 100 (161 km) in space.
    Mega-Damage: Rail Cannon inflicts 2D6x10 M.D. for a 30 round burst. Missiles vary by missile type (See revised Phase World missile tables for details.)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Missiles are fired one at a time or in volleys of two or four missiles
    Payload: Rail Cannon has 6000 rounds/ 200 Bursts each, has 24 missiles at each launcher
  16. Point Defense Lasers/Mini Missile Batteries (2): Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. 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) in space. Missile launchers can launch on multiple targets each at the same time.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. Lasers have a range of 1 mile in an atmosphere and 100 miles in space.
    Mega-Damage: Laser cannon inflicts 3D4x10 M.D. Missiles vary by missile type (See revised Phase World missile tables for details.)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Missiles are fired one at a time or in volleys of two or four missiles
    Payload: Laser has effectively unlimited payload. Has 32 missiles at each launcher.
  17. Mini-Missile launchers (1): 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.
    Maximum Effective Range: Mini-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 revised Phase World missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of four (4) or eight (8) missiles.
    Payload: 128 per launcher



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2007, Kitsune. All rights reserved.



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