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 Brodkill'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 6 | Light 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 MDC 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 MDC 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 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 (Activating the Rifts 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 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 ships 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:
- Heavy Beam Weapon Systems:
- 12 cm Heavy Laser cannons:
The weapon system cannot be used
to engage targets while traveling at FTL 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 MDC each.
Rate of fire: Maximum of Two (2) times per melee each.
Payload: Effectively Unlimited.
- 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 FTL 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
- 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 come out of launchers at a significant
fraction of the speed of light. The weapon system cannot be used to engage
targets while traveling at FTL velocities.
Maximum Effective Range: 10,000 miles (16,100 km), range is
10 miles (16.1 km) in an atmosphere
Mega Damage: 1D4x100 MDC per 80 round burst each.
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: 16,000 rounds each (200 bursts).
- 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 FTL 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
- 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 FTL 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
- Heavy Missile Weapon systems:
- 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 still cruise 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: 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 Phase World
Missile Table (Anti-Matter does 4D6x100 MDC).
Rate of Fire: One at a time or in volleys of 2, 8, 16, or 24.
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)
- 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 still cruise 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: 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 Phase World
Missile Table (Anti-Matter does 4D6x100 MDC).
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
- 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 still cruise 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: 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 Phase World
Missile Table (Anti-Matter does 4D6x100 MDC).
Rate of fire: One per melee attack
Payload: 50 cruise missiles total
- 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: 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
Phase World
Missile Table.)
Rate of Fire: Can fire missiles one at a time or in volleys
of 2, 4, or 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.
- Secondary Weapon Systems:
- 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 FTL
velocities. Projectiles come out of launchers 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: 20 round burst does 2D4x10 M.D.
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.
- 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 FTL
velocities. Projectiles come out of launchers at a significant fraction
of the speed of light. Cannon uses a 15 mm depleted uranium projectiles.
Maximum Effective Range: 16 miles (26 km) through atmosphere
and 800 miles (1,290 km) in space.
Mega-Damage: 80 round burst does 3D6x10 M.D.
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.
- 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 MDC each.
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- 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 FTL velocities.
Maximum Effective Range: 2.5 miles (4 km) miles through atmosphere
and 250 miles (40.2 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
- 22 mm GR Rail Gun/Mini Missile Batteries (8):
Weapons are
mounted around the ship for point defense. Projectiles come out of launchers
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: 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 does 3D6x10 M.D for a 40 round burst.
Missiles vary by missile type (See Phase World
Missile Table.)
Rate of Fire: Equal to the combined hand to hand attacks of
the Gunner (usually 4 or 5). Missiles are fire 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
- 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
come out of launchers 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: 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 does 2D6x10 M.D for a 30 round burst.
Missiles vary by missile type (See Phase World
Missile Table.)
Rate of Fire: Equal to the combined hand to hand attacks of
the Gunner (usually 4 or 5). Missiles are fire 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
- 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: 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 does 3D4x10 M.D. Missiles vary by
missile type (See Phase World
Missile Table.)
Rate of Fire: Equal to the combined hand to hand attacks of
the Gunner (usually 4 or 5). Missiles are fire one at a time or in volleys
of two or four missiles
Payload: Laser has effectively unlimited payload. Has 32 missiles
at each launcher.
- 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: 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
Phase World
Missile Table.)
Rate of Fire: Can fire missiles one at a time or in volleys
of 4 or 8 missiles
Payload: 128 per launcher.
Creation Process (Destroyer Sized):
- Determine M.D.C. of Main Body:
Roll 12D6x100 to determine
M.D.C.
- Determine Size:
Use MDC 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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
- 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 MDC. 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
- 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.
- 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.
- 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.
- Roll MDC Locations:
Roll M.D.C. for other hit locations.
[ 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 © 2006, Kitsune. All rights reserved.