Horde Destroyer:


One of the most terrifying groups in the Three Galaxies is know as Frankenstein's Horde. It is a group of raiders who attack planets and star systems seemingly indiscriminately. Their true numbers are unknown. Some put the number of ships they ahve in the tens of thousands while others put it only in the low thousands. Sometimes they will go after a single starship if they catch the ship. They plunder their victims, taking everything of value and destroying the rest. They leave scorched earth in their path and often the planet they target is uninhabitable after they are done plundering. If they have the time, they even raid the planet or system's trash / scrap yards for whatever they can salvage. They take live prisoners as both slave labor and as food although their abused victims rarely last very long. Just about every abuse imaginable is heaped on their victims. Many attacked by the Horde prefer to suicide over being captured by them.


A few wrecked Frankenstein's Horde destroyers have been captured in battle. While no crew survived, the remains of the ships could be studied in detail. This is most of what the basis of understanding about these comes from. The bodies of dead crew members has allowed researchers to study what are the most common creatures onboard these ships. Most Governments have a shoot on sight order with these ships. This includes both the Consortium of Civilized Worlds and the Trans-Galactic Empire. There has been little luck in actually destroying a large portion of these ships. One problem is that due to the type of drive that they use, it can be very hard to find the vessels. They could be anywhere within a thirty thousand cubic lightyear volume. Another is that it appears that more are constantly being built.


The Horde itself is mostly composed of Brodkil with a mixture of other monster races. A couple members of the crew are almost always mages of some monster race. There is believed to be a race of creature behind them who are known only as Cyber Demons. This race is rumored to mix magic and technology together much like techno-wizards and know the secrets of cybernetics and bionics. As might be expected, the Cyber Demons appear to modify the Brodkil with cybernetics, bionics, and even M.O.M. conversions. Some of the Brodkil Cyborgs even have techno-wizard cybernetics. There is rumor that the Splugorth are behind the Frankenstein's Horde but there as no concrete proof.


The Horde ships are not individually that powerful and a competently run Hunter class destroyer or Berserker class attack ship can easily take one or more of their destroyers on. The problem is that rarely is one or two encountered on their own. Instead, a dozen or more Horde ships often attack at one time. Even so, a well defended system can usually repel the Horde. Instead, the Horde usually goes after marginal colonies and facilities with only light defenses. Sometimes massive Horde fleets will go after well defended targets but they are rare. These fleets can number in the low hundreds of vessels. As well, the Horde will retreat is they appear to be outnumbered or outgunned. They do not appear suicidal. There has never been a case of a Horde ship surrendering and if completely cornered will try and take as many opponents with them as they can. Generally, their tactics will be simple but will not be stupid. Still, their tactics rarely use decoys or stealth, preferring brute force over any form of subtlety. An opponent using those in his or her tactics can usually gain the upper hand against the Horde.


One might think that the name Frankenstein's Horde comes from the appearance of the Brodkil but it is actually the appearance of their ships with the name Frankenstein's Horde is from. These ships appear to be different parts of ships are just jumbled together. They are usually constructed from the spoils that they have captured and often built right on the spot. Ships also often change over time with an old weapon system simply being cut off a ship and a new one put in its place. As a result, the ships are often hodgepodges of different weapon systems. Ships will often actually grow, starting as a light destroyer class and growing to the size of a medium or even large destroyer through time. The material used in the Horde's ships is not limited to starship scrap material. Rocks are often welded on as part of the ships and even the carapace of large insect like creatures or the hides of other creatures are used in the building of the ships.


No two Horde ships look exactly alike or are even armed the same way. They do tend to be heavily armed for their size. The most normal looking of ships might be the front end of a Berserker class attack ship merged with the rear hull of a Scimitar class patrol ship. Others designs are far stranger and may be a mess of different parts welded together in different directions. Scrap alloys and composites are often simply welded together to form the hull of the ship. Most ships, even Kreeghor vessels, have a symmetry to them. This is not the case with most Horde ships and few have any sort of symmetry to them. New vessels are more likely to have a symmetry than older vessels. Only symmetrical vessels can enter an atmosphere. Still, the Horde does not seem to consider this a weakness.


There are several size classes of Horde ships. The most common are destroyer class ships. These can be pretty small ships smaller than Hunters to as large as a Scimitar class vessels. The vast majority of horde ships are in this size class but the Horde has larger ships as well. Most of these are the size of cruisers and appear to form the command ships of larger Horde attacks. Still, there have been sightings of even larger ships, the size of battleships. There is believed to be only a handful of these huge vessels. Some researchers think there may be as few as two or three.


The Horde ships have some weaknesses including the fact that they tend to be fairly slow in acceleration compared to other starships. Sometimes, a vessel will be a bit faster than one might expect but most are far slower than comparable vessels. Most Horde vessels are powered by fusion reactors instead of anti-matter. As well, shielding is often weak of the ships allowing them to leak large amounts of radiation. Few Horde ships can enter an atmosphere although most carry shuttles to make planetary attacks. As might be expected, they tend to be able to take less damage due to their cobbled together nature and often the main battery and even secondary batteries are often mixed which means that the ships are not as efficient as they might be. Weapons tend to be older models and often not as powerful as modern mounts. Missiles are not carried in the large numbers which they are on ships in regular military service. This is due to the comparative rarity of salvaging missiles. Often, the missile launchers are also damaged with one or more cells unable to fire. The comparative lack of missiles and slow speeds means that they are at a definite disadvantage when it comes to long range combat. It also appears that the Brodkil's ability to repair their ships is limited so damage is often left unrepaired.


Most of the systems on these ships are technological in origin but magic is used in several important aspects of the vessels. The first is in the FTL drive system. The ships use a Rifts Jump System similar to that used in most United Worlds Warlock vessels which allow the ship to jump up to twenty light years in a single jump. It is unknown why but even if the standard drives are intact, they are replaced by Rift Drives. The second is that the ship’s life support is magical in origin and is again similar to the system in most U.W.W. vessels. It is believed by most who have studied theses vessels in detail that they are merged together through the use of magic. Finally, while most Horde ships have conventional force fields, some have magical force fields instead. It should be noted that some Horde vessels have no force fields at all.


Rolling tables have been created for the creation of these ships. When creating this ships, feel free to modify the rolls and add other weapon systems. Of course, common sense should be used when creating these ships. The more heavily armed ships will be larger and usually have a larger crew as well compared to less heavily armed vessels. Larger ships will also normally have more M.D.C. than smaller vessels. As well, weapon systems to large for the ship cannot be mounted. Embarked craft is whatever they can salvage from their raids and M.D.C. of these craft is usually on 20 to 80 percent of normal (2D4x10% of normal.) The number of embarked craft can vary greatly. Some have none while others have up to six embarked fighters (50% carry fighters, roll 1D4+2 to determine how many fighters are carried if fighters are embarked.) Fighters are usually older models and often the fighters will carry no or few missiles. Mini-missiles are more common than other types. Flying Fangs are among the more common classes of fighters used by the Hordes. Likely, it is simply due to the huge numbers of the fighter produced over the years.


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


Model Type: Frankenstein's Horde Destroyer
Vehicle Type: Space, Destroyer
Crew: 20 to 60 (Mostly Brodkil)
Troops: 20 to 120 (Mostly Brodkil)


Vehicle, Robots, and Power Armors:
Fighter Compliment:

3 to 6Light or Medium Starfighters


M.D.C. By Location:

12 cm Heavy Laser Cannons (Varies):500 to 800 each (1D4x100+400)
Heavy Particle Beam Cannons (Varies):200 to 500 each (1D4x100+100)
Heavy G-Cannon Turrets (Varies):200 to 800 (2D4x100)
Horn Heavy Laser Cannons (Varies):200 to 700 each (1D6x100+100)
Horn Plasma Cannons (Varies):50 to 300 each (5D6x10)
Point Defense Gravity Auto-cannons (Varies):30 to 180 each (3D6x10)
Point Defense Rail Gun Turrets (Varies):20 to 120 each (2D6x10)
Point Defense Particle Beam Cannons (Varies):20 to 120 each (2D6x10)
Triple Barrel Defense Laser Turrets (Varies):20 to 120 each (2D6x10)
Combination GR Cannons/Missile Batteries (Varies):60 to 360 each (6D6x10)
Combination Electromagnetic Rail Gun/Missile Batteries (Varies):50 to 200 each (5D4x10)
Combination Point Defense Lasers / Missile Batteries (Varies):50 to 300 each (5D6x10)
Human Alliance Style Cruise Missile Battery:200 to 800 each (2D4x100)
Kreeghor Style Cruise Missile Battery (Varies):300 to 900 each (2D4x100+100)
Wolfen Style Cruise Missile Launcher (Varies):400 to 1000 each (2D4x100+200)
Medium Range Missile Batteries (Varies)80 to 480 each (8D6x10)
Mini-Missile Launchers (Varies):20 to 80 each (2D4x10)
Fighter Hanger Bay Door (If Fitted)200 to 500 (1D4x100+100)
[1] Main Engines (Varies)220 to 560 each (6D6x10+200)
[2] Bridge:200 to 1200 (2D6x100)
[3] Main Body:1200 to 7200 (12D6x100)
[4] Variable Force Field:400 to 1000 each side
(2D4x100+200)
[4] Fixed Force Field:1200 total
[4] Magical “Armor of Ithan” Force Field (3 x per day):1500 total


Notes:
[1] The number of Engines can vary from one engine to eight engines depending on size. Reduce acceleration by the percentage of the number of engines divided into 100% for each engine destroyed. For example, a ship with three engines would lose 33% of its acceleration per engine destroyed.
[2] Unlike most conventional Warships of the Three Galaxies, the bridge on most Horde ships 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 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] On Variable Shields, Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% per melee. On Fixed Shields, the M.D.C. is the total for the shield. Shield regenerate at the rate of 5% per melee. On Magical "Armor of Ithan" Force Field, 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 150 P.P.E. and require one minute ( 4 melees) of spellcasting 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. A few have particle shields which allow for speeds up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.5 to 0.8 percent of light per melee (roll 1D4+4 to determine acceleration)
Atmospheric Propulsion: Only symmetrical vessels can operate within an atmosphere. If symmetrical, maximum speed is 500 mph (804.7 km), can enter an atmosphere and can leave but is not designed for atmospheric flight
Stardrive: Rift Jump Drive; maximum safe jump distance of 20 light years every four hours (costs 2,000 P.P.E.).
Maximum Range: Unknown


Statistical Data:
Height: 60 to 300 feet (18.3 to 91.4 meters) depending on size / shape.
Width: 60 to 300 feet (18.3 to 91.4 meters) depending on size / shape.
Length: 250 to 600 feet (76.2 to 182.9 meters) depending on size / shape.
Weight / Mass: 1,500 to 13,400 tons (1,360 to 12,160 metric tons) depending on size.
Power System: Combination Fusion & Techno-wizardry with 10 year life span. The Destroyer also has a P.P.E. generator that produces 500 P.P.E. per hour / 2 P.P.E. per melee round (Activating the Rifts Jump Drive costs 2,000 P.P.E.) and can hold up to 2,000 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 destroyer's crew.
Cargo: Small Destroyer Scale: Cargo Holds can hold from 25 to 100 tons (22.7 to 90.7 metric tons) of additional material. Medium Destroyer Scale: Cargo Holds can hold from 50 to 200 tons (45.4 to 181.4 metric tons) of additional material. Large Destroyer Scale: Cargo Holds can hold from 100 to 400 tons (90.7 to 362.9 metric tons) of additional material.
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. Not Available for sale. Cost is virtually impossible to estimate.


WEAPON SYSTEMS:

  1. Heavy Beam Weapon Systems:
    1. 12 cm Heavy Laser Cannons: 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.
    2. Heavy Particle Beam Cannons: 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
    3. 8 cm Heavy Rail Guns: 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).
    4. 12 cm Horn Heavy Laser Cannons: 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
    5. Heavy Plasma Cannons: Ships can mount two plasma cannons instead of a single regular heavy weapons. 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
  2. Heavy Missile Weapon systems:
    1. Human Alliance Style Cruise Missile Battery: Counts as two heavy weapon systems. 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.) When drive goes dead, missile will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) See modified starship rules for more details - Cruise missiles have minuses to hit small targets but are all considered smart missiles. 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 Table (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)
      Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) missiles. Launcher is reloaded on the same melee and can be fired again on the next. Note, usually the launcher will be damaged and reduce number of missiles that can be fired by 2D4
      Payload: 24 cruise missiles per battery. Ship has 2 reload of missiles (72 cruise missiles total)
    2. Kreeghor Style Cruise Missile Batteries: The ship carries batteries with ten cruise missile launchers each to launch cruise missile. 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 10 per launcher, per melee round. Launchers are reloaded on the same melee and can be fired again on the next. Note, usually the launcher will be damaged and reduce number of missiles that can be fired by 1D4
      Payload: 40 cruise missiles per launcher
    3. Wolfen Style Cruise Missile 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.) 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 star ships (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.
      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:One per melee attack
      Payload: 50 cruise missiles total
    4. Medium Range Missile Batteries: Ship can mount two medium range missile launchers for a single heavy weapon system. 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 tables for details.)
      Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) missiles per launcher. Note, usually the launcher will be damaged and reduce number of missiles that can be fired by 1D4 and divide by two (rounding down) for a reduction of zero to two missiles
      Payload: 48 per launcher.
  3. Secondary Weapon Systems:
    1. Point Defense Gravity Rail Guns: 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.
    2. Point Defense Electro-Magnetic Rail Guns: 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.
    3. 25 mm Point Defense Particle Beams: 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.
    4. 2 cm Point Defense Lasers in Double Mounts: 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
    5. 22 mm GR Rail Gun/Mini Missile Batteries (8): 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
    6. 20 mm Electromagnetic Rail Gun/Mini Missile Batteries: 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
    7. Point Defense Lasers/Mini Missile Batteries: 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.
    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.
      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.


Creation Process (Destroyer Sized):

  1. Determine M.D.C. of Main Body: Roll 12D6x100 to determine M.D.C.
  2. Determine Size: Use M.D.C. to determine size of vessel; From 1200 to 3200 is considered small, roll 3D6x100+1200 to determine mass of the ship in tons. From 3300 to 5500 is considered medium, roll 6D6x100+3000 to determine mass of the ship in tons. From 5600 to 7200 is considered large, roll 8D6x100+8000 to determine mass of the ship in tons.
  3. Determine Crew & Troops: Average Crew is 16+2D6 for smaller sized vessels, 30+3D6 for medium sized vessels, and 40+4D6 for larger sized vessels. Average Troops is 16+2D6 for smaller sized vessels, 50+5D6 for medium sized vessels, and 80+8D6 for larger sized vessels.
  4. Determine if Ship has Fighters: 50 percent chance the ship has a fighter bay. Roll 1D4+2 to determine how many fighters are carried. Increase ships mass by 100 tons per fighter carried. Fighters will only have 2D4x10% of their normal M.D.C.
  5. Determine number of Main Weapons: For small sized ships, roll 1D6 and divide by two, rounding up. A small ship can have from one to three main weapons. For medium ships, roll 1D4+2. A medium sized ship can have from three to six main weapon systems. For a large ship, roll 1D4+4. A large sized ship can have from four to eight main weapon systems.
  6. Determine number of Secondary Weapons: For small sized ships, roll 2D4+2 to determine number of secondary weapon systems. A small ship can have from four to ten secondary weapon systems. For medium ships, roll 2D4+4. A medium sized ship can have from six to twelve secondary weapon systems. For a large ship, roll 2D4+6. A large sized ship can have from eight to fourteen secondary weapon systems.
  7. Determine Weapon systems: Weapon systems may be selected if a specific type of design is trying to be created. A newer ship is more likely to have consistent weapon system than an older ship because they tend to get modified more as time goes on.
    1. Roll for Heavy Missile Weapon systems: Only 25% of Horde ships will have heavy missile systems. If the ship has missile systems, roll 1D4 to determine how many missile systems are carried. The number cannot exceed the number of actual heavy weapon system carried by the ship.
      01% to 25% Human Alliance Style Cruise Missile Battery (Counts as Two weapon systems):
        Has a total of 72 cruise missiles. Launcher will likely be damaged, if damage roll 2D4 to determine number of damaged launchers. Reduce number of missiles that can be fired at one time by that number.
      26% to 60% Kreeghor Style Cruise Missile Battery:
        Has a total of 40 cruise missiles. Launcher will likely be damaged, if damage roll 1D4 to determine number of damaged launchers. Reduce number of missiles that can be fired at one time by that number.
        61% to 75% Wolfen Style Cruise Missile Launcher: Has a total of 50 cruise missiles. These launchers do not have any advanced fire control and have to fire their missiles on at a time.
      76% to 00% Medium Range Missile Batteries (Two count as a Single weapon system):
        Has a total of 48 missiles in each battery. Launcher will likely be damaged, if damage roll 1D4 and divide by two (rounding down) to determine number of damaged launchers. Reduce number of missiles that can be fired at one time by that number.
    2. Roll for Heavy Beam Weapon systems: All remaining heavy weapon will be beam weapon or heavy rail guns type weapons. Weapon systems can be a complete hodgepodge of different weapon systems.
      01% to 20% 12 cm Heavy Laser Cannons:
        Consortium style weapon system.
      21% to 40% Heavy Particle Beam Cannons:
        Wolfen style weapon system.
      41% to 50% Heavy G-Cannon Turrets:
        Consortium style weapon system. Ships normally have 16,000 rounds each (200 bursts).
      51% to 85% Horn Heavy Laser Cannons:
        Kreeghor style weapon system.
      86% to 00% Horn Plasma Cannons (Two count as a Single weapon system):
        Kreeghor style weapon system.
    3. Roll for Secondary Weapon Systems: Mini-Missile launchers are far more common than heavier missile systems and a much larger percentage of ships carry them. Ship can carry both combined mini-missile launchers with another weapon system or stand alone mini-missile launchers.
      01% to 10% Point Defense Gravity Auto-Cannons:
        Consortium style weapon system. 10,000 Rounds (500 Bursts) each cannon.
      11% to 20% Point Defense Rail Gun Turrets:
        Human Alliance style weapon system. 16,000 Rounds (200 Bursts) each cannon.
      21% to 30% Point Defense Particle Beam Cannons:
        Consortium style weapon system.
      31% to 40% Triple Barrel Defense Laser Turrets:
        Human Alliance style weapon system.
      41% to 55% Combination GR Cannons/Missile Batteries:
        Kreeghor style weapon system. GR Cannon has 8000 rounds/ 200 Bursts each, has 32 missiles at each launcher
      56% to 70% Combination Electromagnetic Rail Gun/Missile Batteries:
        Kreeghor style weapon system. Rail Cannon has 6000 rounds/ 200 Bursts each, has 24 missiles at each launcher
      71% to 85% Combination Point Defense Lasers / Missile Batteries:
        Kreeghor style weapon system. Has 32 missiles at each launcher.
      85% to 00% Mini-Missile Launchers:
        Consortium style weapon system. 128 mini-missiles per launcher
  8. Determine Ship’s Shields: While not all Horde ships have shields, most do have some form of defensive shields.
    01% to 50% Variable Force Fields:
      Roll 2D4x100+200 to determine strength per side. Otherwise treat as normal variable shields.
    51% to 60% Fixed Force Field:
      Has 1200 M.D.C. Regenerates as per normal.
    61% to 75% Magical “Armor of Ithan” Force Field:
      Can be activated three times per day and has 1500 M.D.C. Damage is not regenerated.
    76% to 00% No shields
  9. Determine Number of Engines: For small sized ships, roll 1D6 and divide by two, rounding up. A small ship can have from one to three engines, For medium ships, roll 1D6. A medium sized ship can have from one to six engines. For a large ship, roll 2D4. A large sized ship can have from two to eight engines.
  10. Determine Ship Speed: Ships lack heavy radiation and particle shields in most cases and has a maximum speed of 20% of the speed of light. A few will retain their old shielding and be able to achieve a maximum speed of 60% of the speed of light. For acceleration, roll 1D4+4, divide by ten, and that is the ship’s maximum acceleration in percentage of light. Gives a minimum acceleration of 0.5% or light to a maximum acceleration of 0.8% of light.
  11. Determine if Symmetrical: 20% of new Horde vessels are Symmetrical and only 6% of older Horde vessels are symmetrical (Get modified while in operation). Only Symmetrical vessels can operate inside of an atmosphere.
  12. Roll M.D.C. Locations: Roll M.D.C. for other hit locations.



[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2006, Kitsune. All rights reserved.



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